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Missiles could cost resources everytime they are launched (Like Master of Orion) and energy weapons could have a 90% hit chance minimum but would fade over distance (Star Trek Starfleed Command). :)
Yes, there is a lot they could do to make it a little more realistic, how amount only a certain number of missiles in each ship for a start, no infinite missile supply.
@@tachyonlance1969 That would be great! So missiles would be easily found in starbases than in ships. Vettes would have a dozen only while battleships thousands.
@@tachyonlance1969 Fuel and ammunition would be cool to some extent, but it might also be something better left to abstraction for the type of game that Stellaris is. Other games have these (Terra Invicta and Shadow Empire come to mind) and focus a lot more on those considerations as the core gameplay loop. With Stellaris I think the game is more about the macro scale and the interesting battles / puzzles that result from the "geopolitical" situation during each playthrough. It would be interesting to see a topsy-turvy version of Stellaris that leans way heavier in to authenticity though. Lots of logistics management, more thoughtful expansion, more active control of taken space, etc. Tradeoffs in ship design, less payload for more operational range, preferring certain weapons for long-range missions because they're easier to keep operational away from port, etc.
Yes, it was a Suprise, I think it is just the higher efficiency of the laser against amour and hull, along with autocannons if in range. Might make a difference due to the hardening on the other fleet but don't think it will swing it enough to win. Worth a try though.
@@SteveBlewett well hardening will impact the damage from bypass weapons. I can always change the weapons to no bypass, but have had plenty of battles already with no bypass and we still won.
so... if I want to use artilery , its best to not use XL weapons , but just slap some L slot in front too . but XL weapons do alot of dmg , so i guess its just better to make a mix , have some ship to slow down my enemy and have the ship fire with those XL weapons a bit more :P
Artillery is still very good, just we have found something that can fight it and beat it. I will test out all Artillery Battleships without X slot and see if that can turn the tide in its favor.
That carrier fight hurt to watch. Color me convinced that kiting doesn't work against xl and L slot brawlers, oof. I'd like to add that that single shield hardener is doing a *lot* of heavy lifting for those ships against bypass weapons.
Kitting doesn't really work if you have an XL weapon, need to keep turning to fire due to firing arc, that's why missiles and cloud lightning are good for kitting weapons. Yes, some form of hardening is almost a must in the late game to weaken the bypass weapons.
Good question. Getting a number of people asking about the Giga cannon so I might make that my next video. Look out for that in the next day or so oh and I plan to do a series of videos on menacing ship design as well.
Well I just did a new video with Giga cannon and lasers and they easily beat Artillery BBs. Tried both artillery with focused arc emitters and also tachyon lance and they lost badly.
Not sure I can always try it in a future video. Giga Cannon has always under performed in the past, but I would love to find a way to make it work, it is so under loved.
@@tachyonlance1969 In the vids it looks like the Lance only fires a couple times before brawling, unless going up against Art/Carrier ships. I was thinking use Giga or 2 KA to strip shields before? I think it would be a worthwhile vid.
@@tachyonlance1969 Not just 2 KA but also 1 KA and 1 L laser, or 2 L lasers might be worth a test. Im quite surprised how much work L lasers put in in these vids. BTW i adapted your Yamamoto design to Enigma battlecrusers and the results are terrifying. Especially because I only reasearched the energy weapon damage repeatable
That is very interesting, I will do some testing on the FE Battlecruisers with lasers as well. Perhaps lasers could be the new meta but too early to tell now but so far seems really powerful.
If you enjoyed this video, please hit the like button and subscribe to my channel, it helps my videos get more viewers, more attention which helps my channel to grow.
I have created a gaming community on Discord, if you want to chat, talk with others who play strategy games, keep up to date with new videos or maybe join in multiplayer games, feel free to join my discord. If you have ideas on videos you would like to see or some other form of comment, send me a message on discord or here. discord.gg/ynAdAGYKKf
Consider joining this channel to show your support for the video's that I make. It helps me to keep this channel growing and providing more content and to get access to perks:
ua-cam.com/channels/LJ1CRQN9vkjstRLyRU3G9w.htmljoin
I dont play multipleplayer but i still love these ship analysis videos!
Thank you, glad you enjoy them. Do you have any requests for a specific type of test you would like to see.
@tachyonlance1969 I'd really like to see some mixed fleets for general use, and I'd love to see a video on ships to fight fallen empires with.
@@mrclinebricks4058 ok good ideas, I will see what I can do in future videos for you.
Missiles could cost resources everytime they are launched (Like Master of Orion) and energy weapons could have a 90% hit chance minimum but would fade over distance (Star Trek Starfleed Command). :)
Yes, there is a lot they could do to make it a little more realistic, how amount only a certain number of missiles in each ship for a start, no infinite missile supply.
@@tachyonlance1969 That would be great! So missiles would be easily found in starbases than in ships. Vettes would have a dozen only while battleships thousands.
@@bravalloy Yes it would be good, be good if they added fuel or a supply line so fleets just can’t go anywhere but have limits.
@@tachyonlance1969 Fuel and ammunition would be cool to some extent, but it might also be something better left to abstraction for the type of game that Stellaris is. Other games have these (Terra Invicta and Shadow Empire come to mind) and focus a lot more on those considerations as the core gameplay loop. With Stellaris I think the game is more about the macro scale and the interesting battles / puzzles that result from the "geopolitical" situation during each playthrough.
It would be interesting to see a topsy-turvy version of Stellaris that leans way heavier in to authenticity though. Lots of logistics management, more thoughtful expansion, more active control of taken space, etc. Tradeoffs in ship design, less payload for more operational range, preferring certain weapons for long-range missions because they're easier to keep operational away from port, etc.
Would love to see what the new best fleet & weapon composition will be after these tests
I have a few ideas on a new Battleship Meta based on the testing from the last few videos, might do that as they next video.
With the KA battle ships loosing to autolaser BB was a surprise to me. Try Tachyon lance in place of the Focus Arc emmiter on the KA BB.
Yes, it was a Suprise, I think it is just the higher efficiency of the laser against amour and hull, along with autocannons if in range. Might make a difference due to the hardening on the other fleet but don't think it will swing it enough to win. Worth a try though.
@@tachyonlance1969 I do wonder if the hardening is screwing the by pass weapons really hard.
@@SteveBlewett well hardening will impact the damage from bypass weapons. I can always change the weapons to no bypass, but have had plenty of battles already with no bypass and we still won.
so... if I want to use artilery , its best to not use XL weapons , but just slap some L slot in front too . but XL weapons do alot of dmg , so i guess its just better to make a mix , have some ship to slow down my enemy and have the ship fire with those XL weapons a bit more :P
Artillery is still very good, just we have found something that can fight it and beat it. I will test out all Artillery Battleships without X slot and see if that can turn the tide in its favor.
That carrier fight hurt to watch. Color me convinced that kiting doesn't work against xl and L slot brawlers, oof. I'd like to add that that single shield hardener is doing a *lot* of heavy lifting for those ships against bypass weapons.
Kitting doesn't really work if you have an XL weapon, need to keep turning to fire due to firing arc, that's why missiles and cloud lightning are good for kitting weapons. Yes, some form of hardening is almost a must in the late game to weaken the bypass weapons.
How would a battleship with a giga cannon and large lasers do against a battleship with a tachyon lance and kinetic artillery?
Good question. Getting a number of people asking about the Giga cannon so I might make that my next video. Look out for that in the next day or so oh and I plan to do a series of videos on menacing ship design as well.
Artillery has good dpm
Well I just did a new video with Giga cannon and lasers and they easily beat Artillery BBs. Tried both artillery with focused arc emitters and also tachyon lance and they lost badly.
@@tachyonlance1969 very cool!
Thanks for the comment.
What visual mod you use on battles?
Thanks
Plasma Cruisers and Plasma BB
I am working up to, individual ships first and soon some fleet combinations.
Torpedo Cruisers? One with Autocannons and one with Disrupters
That would be a nice combination, I will have to give that a try. Thanks.
Would changing the Tac in the X slot to either Giga cannon or 2 KA be more efficient?
Not sure I can always try it in a future video. Giga Cannon has always under performed in the past, but I would love to find a way to make it work, it is so under loved.
@@tachyonlance1969 In the vids it looks like the Lance only fires a couple times before brawling, unless going up against Art/Carrier ships. I was thinking use Giga or 2 KA to strip shields before?
I think it would be a worthwhile vid.
@@johndb1860 Yes I agree, I would really like to test out the giga cannon more and to test if it is better then two KA.
@@tachyonlance1969 Not just 2 KA but also 1 KA and 1 L laser, or 2 L lasers might be worth a test. Im quite surprised how much work L lasers put in in these vids.
BTW i adapted your Yamamoto design to Enigma battlecrusers and the results are terrifying. Especially because I only reasearched the energy weapon damage repeatable
That is very interesting, I will do some testing on the FE Battlecruisers with lasers as well. Perhaps lasers could be the new meta but too early to tell now but so far seems really powerful.