@Albreo
Thank you for the explanation of how you grade and your responses in general. I will keep it all in mind as I test (though not making changes atm until more time has passed so I can keep the dev version as current as the update) and I've noted your opinion on carrier strength/role. Personally, I'm of the same mind, but I do get a lot of feedback that carriers are too strong when I balance that way. It's probably because there is a fair portion of the player base that doesn't want to use many carriers even defensively. Or they feel pigeonholed into using carrier spam as an optimal strategy - though I *think* that should be less effective in this mod since more weapons mean more overall PD.
I will say that gunships seem objectively better than bombers right now after the armor changes. Not having to rearm makes a world of difference if the ship is locked down by a swarm of strike craft. Though, bombers do a lot and arguably more damage per second if their ordinance gets through the PD. But at the end of the day, guaranteed is better than not guaranteed even if the damage difference per second would be higher. Just things I'm thinking about as I play.
Now, I'm curious what kind of setup did you test with. I'm basically using a bare Astral against stock Astral/Executor/Eagle/Falcon. I don't even want to pair it with Legion, that thing is too crazy PD wise.
For interceptors, I used Legions with only a single strike weapon equipped so that ship weapons weren't a factor at all, and then measured a few metrics:
- which interceptor won the eventual replacement rate war and how much did low replacement rate effect the interceptors overall usefulness?
- how effective was the interceptor when the wings first clash against the enemy interceptors? What were the initial losses on each side?
- how effective was the interceptor at causing damage to the enemy Legion itself over time? Which Legion would win in the end and how much of that win was not the strike weapon?
For bombers and gunships, I used an Astrals, Herons (without damage boosting system), Moras and Condors to test lots of scenarios.
The enemies were typically warships of the same size. The target goal was that the warship can reduce the replacement rate eventually and close and kill the carrier. It should, however, take damage in the process of doing that. Hopefully, a fair amount of damage. But at
least some.
My thinking behind that balance is that carriers are support ships and their wings do better when supporting another warship's engagement. This is because the enemy target will already have some flux built up and possibly some of its PD disabled or empty of ammunition if the warship has some missiles.
I'm not 100% convinced that this is the best carrier balance, but that was the target for this update and it seemed to mostly hold true. When I test the story for the lore update that will give me a much better idea of how all of this turned out because I will be playing a campaign instead of running a bunch of simulations.
Am having an issue where I receive a Fatal: null error. I am unsure of how to solve the issue and could not find a solution anywhere.
I'd need the log to really know more, but as Albreo said its probably just that you need to update to the latest version - especially if you are starting a fresh game. If you are trying to preserve a current save by staying on that version, the log will tell me if the bug is fixable or not.
Alright, teaser time!Here is one of the Amaterasu-class battleship's variants in the TC version of Musashi and a few pics of it in action against an Onslaught. I decided to go ahead and change the weapons' size and make a couple of new ones/edits to existing ones and I'm now at the variant building stage.
Stats have had their initial pass, but that is still a WIP as I test variants. I haven't touched the fighters at all yet.