Balance Issues You Want Fixed In Next Patch

This post is open to people who want in the game to be balanced and to pile all the balance issues  into one post. 

I know the game's not balanced for I see players exploiting imbalances to a high degree...and they win too out of it.

23,150 views 14 replies
Reply #1 Top
Something I don't see mentioned much is the technology upgrades (particularly the weapon / armour / shield upgrades). I believe currently that they are difficult to justify purchasing unless you have a large force that can counter-act the cost of the technologies in question.

These technologies should be tweaked with smaller battles in mind, as well as creating a new possible tactic that a player could have a small force that is technologically superior to their enemy's larger yet under-developed force (and have a possibility to win).
Reply #2 Top
Personally I dont see any point to upgrading the weapons until your defense is upgraded. I also dont thinks its worth it unless you can get the full benefit that means upgrading everything for a weapon range. Which for the price doesnt seem worth it when i could be making more ships and upgrading defense.

Just to list whats unbalanced
TEC Repair frigates and Command cruisers abilities and weapons range make them exploitable
Illuminators Enough said they are the best unit in the entire game.
Colbalt whats the point?
Returning armada- This wouldn't be a problem is the tec and Advent equivalent to this existed but it doesn't the best you can do with tec is power of industry and insurgency. I don't Think advent even has a second super weapon there entire research revolves around fighters, defense, and culture.
Reply #3 Top
Fix siege frigates, their damage are broken currently. Too many upgrades in the current economy/military train are useless and needs to be twinkled. The research/building cost on culture should be either decreased or they should worth more than it is now.
Reply #4 Top
unless you plan to play a match several hours weapon upgrades are not that important, since there realy expesive, take time and dont give lots of reward any time soon.
Reply #5 Top
I think your first planet should ALREADY be heavily defended because it's silly (if not so much fun) to destroy your enemy before they can set up their defenses or build a fleet...
Reply #6 Top
1) Advent's Malice needs to be buffed because it was excessively nerfed. The number of targets it applies to should be increased. Currently I think it's 8, 16, 24. It should be 8, 24, 48. Otherwise, the damage should be applied instantaneously again.

2) Returning armada should be restricted so that one instance of it can run per planet, not per structure.

3) TEC's Marza needs its planet bombing ability buffed significantly to make it worthwhile. It also needs the ability's radius of fire to equal that of the radius of fire for the regular bombing weapon so that the Marza doesn't start bombing the planet while simultaneously sitting just out of range of bombing ability thus preventing its automatic use.
Reply #7 Top
Returning armada- This wouldn't be a problem is the tec and Advent equivalent to this existed but it doesn't the best you can do with tec is power of industry and insurgency. I don't Think advent even has a second super weapon there entire research revolves around fighters, defense, and culture.
End of quote


That's amazing, that list you put together. Seems like every race has advantages and disadvantages compared to all of the other races. Perhaps the game really is balanced overall? Perhaps some races are better in some situations and game types than others?

You've complained about Returning Armada while ignoring the fact that RA is the only real reason to play Vasari at all (their ships are just too danged expensive otherwise). If you nerf RA then you can forget about ever seeing any of the pro players play Vasari. In the meantime, the TEC have, by far, the greatest super weapon, the Novalith cannon and the strongest economy. The Advent have the best LRM and culture spread but lack a worthwhile super weapons and don't have RA. Seems pretty balanced.


Reply #8 Top
unless you plan to play a match several hours weapon upgrades are not that important, since there realy expesive, take time and dont give lots of reward any time soon.
End of quote


What you say might be true if you were only going to play a small map in a game that would be decided in under 30 minutes.

The real determiner of whether or not it makes sense to upgrade your shields, hull, armor, and weapons is the size of your fleet and whether adding another ship or two would strengthen your fleet more than making an upgrade. Also, when you've maxxed out your current fleet supply and don't want to pay a higher fleet tax it might make sense to work on military upgrades (unless you've only maxxed out the starting fleet supply or the first fleet supply limit).

Shields, hull, and select weapons upgrades should be a core part of your strategy. I get the sense after reading your statement that you just play the game against dumb AI in forgiving single player mode and not the real game (online multiplayer against humans).

Reply #9 Top
You've complained about Returning Armada while ignoring the fact that RA is the only real reason to play Vasari at all...
End of quote


If that's the case, then I think it speaks of much larger problems with the race. No faction should be made viable by a single tier 8 research option. If that were the case, then it wouldn't be much of an 'option' at all.
Reply #10 Top
Main problem I've seen so far is that the game places too much of a premium on early aggression, and too much advantage in the hands of the attacker. Few defenses worthy of the name are available early in the game, and this is entirely unrealistic in terms of tactics (yeah, I know, "real world in Outer Space?"). It's what gives the Zerg-rushers (pardon, 'spammers') the ability to operate at all.

A real-world defender typically has a major advantage over an attacker, in any reasonable tactical simulation. Normally it's figured at about three to one - - in order to guarantee success, an atacking force should have a 3:1 advantage over the defenders, to counter the natural advantages of defense: short supply lines, no need for mobility, rapid replenishment, and a fixed firing base that can be of immense size compared to anything mobile.

What's needed to balance the game and turn it into something other than a footrace & spamfest, is a premium gained upon defense, and some reasonably strong defenses being available early in the game.

Attacking ships should be easy, but defeating an entire planet should be a much more major undertaking... and the planet's ability to aggressively defend itself shouldn't be 100% dependent upon orbital resources, either. It's a PLANET.

Reply #11 Top
Completely agree on the Defense needs beefing up comments.

It seems like it's run and gun or nothing now.. the player that favors a defensive style is out of luck..

If you want to seize just 2 planets and some resources and sit and build and build until you have a badass planetary defense worked up you should be able to.

MP games could have an option to not make available Hardened Defenses, that could make the 'only fleets can defend a planet' crowd happy..

What if on occasion I want to play and win an entire game through Culture and Defense? Sounds incredibly BORING to many but what if that's the way I'd like to do it? Why not make that possilbe?
Reply #12 Top
Most games are decided in the first 30 minutes, should do something to make longer games more viable. Also, make it so that you can have team start positions. (these are balance changes, but not race balance changes)
Reply #13 Top
Since many players like SP play for different reasons, change the AI back to version 1.4 or 1.3 values to have a more balanced and challenging game. I'm bout to go back to the space empires five game with the balance mod.......
Reply #14 Top
I'd also like to see technology play a larger role in who wins battles. In this game, the larger force wins, no matter what. 10% more firepower on one side or the other is too minor a difference to be significant. Like was said above, the upgrades only make sense when you already have a huge fleet. The extension of that thought is that upgrades only make sense in long long games.

Personally, I like to play games that are significantly under 2 hours, so I basically never upgrade unless my game goes longer than average.

I'd like to see small fleets destroy bigger fleets.