12/10/2023 0 Comments Stardrive 2 ground combat too hardI don't know, many people have performance issues already and for me since I started a game where I was only building Carrier/fighter like Battlestar galactica it takes me 20-25 seconds after the battle has finished for the game to show the victory dialog. 1) When does a deep space base intercept Same hex One hex out Only for owned sectors (If it is only same hex, then ignore 6) 2) What determines a starbase's weapons 3) When a starbase starts a fight, does it pull all ships in the base's sector in to the fight If the starbase has a one hex reach, does it grab the ships in the base's hex or the enemy's hex 4) Are the planet starbases you. Now since we have the option to turn them off I do so, because they come way to early at the start and are much too power full and later they are just a useless annoyance.īut larger fleets. When the game was released I always got powned or took damage by an early neutral fleet and then my neighbors declared war very soon and I had nothing to stop them. While the opponents are tough at the start they are very easy later in the game, the difficult thing I came to notice are not really the AI opponents, but the random neutral opponents at the start. Yeah weapons and armor/shields need some balancing, but it should not be the way that every weapon is just the same, I like it if some things are stronger than others, maybe implemented more side techs that reinforce a certain technology choice. It is just boring and annoying and if you auto resolve it you'll always loose troops or the battle, where as if you play the stuff you would win without losses without using any tactics. I hate ground combat because of the way it is implemented. ![]() I easily won that battle with 10-12 cruisers with MD. It would be cool if the MOO2 battle scaled over time. They seem to spam tiny ships until late game, which by then I already own half the galaxy. I would like to see larger fleets from the enemy in particular. Pretty much everything mentioned here is spot on as well: Battles would last longer and I think would be more interesting. Personally, I don't think I would mind if all the OP weapons in game were halved in damage. Right now, it seems the only advantage for ground combat racial points seem to only benefit a few quests here or there. The first game introduced a lot of the enjoyable goofy characters (like the Pollops, a race of sentient hippie plants) who are back for another round, and there are even more neat narrative touches. As a result of super easy invasions, my empire becomes super huge making the game super easy. Outside of combat, StarDrive 2 is also a very familiar type of 4X, and this is where the results are decidedly mixed. Perhaps troops should be protected from orbital bombardment? I haven't played brutal, but hard was just as easy as normal and I think this is one reason why. I can conquer empires ridiculously quick this way. It is too easy to nuke out the ground forces and invade with one infantry. ![]() ![]() Amazing game! But ground combat is pointless atm.
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