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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] Station Balance - A Replicated Analysis  (Read 2366 times)

Tranquility

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[0.97a] Station Balance - A Replicated Analysis
« on: February 07, 2025, 10:27:23 PM »

The Station Balance - Methodical Analysis forum post by Dark.Revenant has provided useful insights into the power of stations, and it has no doubt shaped discussion about Starsector's stations for years. However, as the analysis was originally made during Starsector 0.9.1a, it is unlikely that the results still hold up as of the current 0.97a-RC11 version, and the use of modded ships, weapons, and fighters necessarily means the analysis' relevance for discussing vanilla balance is limited at best (which makes sense, given the original motivation of Dark.Revenant's analysis was to inform the creation of their own modded stations).

Therefore, I have replicated this analysis for Starsector 0.97a, this time using only vanilla content (i.e., no modded ships, weapons, and fighters). Since orbital station discussion tends to center around which station would be the most powerful in general, and to reduce the time needed to make this rather-preliminary analysis, only the highest station tiers (which includes the fully-operational Remnant station) will be tested here.

(I will also be replicating the overarching content, style, and format of Dark.Revenant's original analysis, because I think it is neat and, thus, is worth mimicking.)

Test Method
  • Use a battle size of 400, and all other gameplay settings, like max ships per fleet, are left at vanilla defaults.
  • Use the Adversary mod (v6.3.1 at time of writing) containing the faction against which the stations will be tested:
    • (Full disclosure: I am the author of this mod. I am also the author of the A Fleet Testing Mod mod (v0.7.1 at time of writing) containing the station tester mission used for this analysis. The mission itself was derived from Dark.Revenant's Interstellar Imperium station tester mission.)
    • The main reason is that the Adversary faction includes nearly all vanilla human ships (barring the XIV and LG-only ship variants as well as automated ships) and most vanilla weapons and fighters (excluding LG-only and Omega weapons as well as Remnant fighters), while also not including any modded ships or weapons that would hurt this analysis' relevance to vanilla playthroughs. The closest vanilla faction equivalent would probably be the independent "mercenary" faction, which does a similar thing with having many human ships and weapons, except they still lack several of the human ships (no Pirate and LP variants, no Executor, no Invictus, etc.; this is main reason I did not use them as the benchmark faction), and they also favor phase ships less due to their 4/2/1 ship type split.
    • It is worth pointing out that the Adversary's doctrine (which will be described later) is arguably tailored towards station-busting due to prioritizing max ship size and aggression (by contrast, the "everything" faction from the SWP mod only has Ship Size 3 and Aggression 3).
    • (I could have created a separate faction solely for this analysis, but I did not wish to spend extra time to make this analysis, and the Adversary faction is about 90% of what I was looking for as a generalized benchmark anyways. Besides, a future, more thorough analysis would ideally look across multiple vanilla factions instead to account for differences in faction doctrine.)
  • Spawn a station at 100% CR, with no officer and no autofit. Only the AI has full control of the station.
  • The Adversary faction has access to ships, weapons, fighters, and hullmods from all human factions, except for XIV and LG variants. No ships, weapons, or fighters are prioritized, so these will be picked according to default vanilla weights. The faction uses the following doctrine:
    • Warships 3 / Carriers 2 / Phase Ships 2
    • Officers 3 / Ship Quality 2 / Fleet Size 2 (none of these actually apply here, as the enemy fleet always spawns with a set quality and FP as well as no officers)
    • Ship Size 5
    • Aggression 5 (i.e., all ships are Reckless)
    • Combat Freighter Combat Use Fraction 0
    • Autofit Randomize Probability 0
  • Select a fleet size, in Fleet Points (FP) according to the following logic:
    • First test - start at 320 FP (chosen as it represents the average FP of a Remnant Ordo at max strength, and is also close enough to the original Star Fortress FP results from Dark.Revenant's 0.9.1a analysis.)
    • Otherwise - Adjust by a constant number of FP (which is 5 here), going up if the station won and going down if the station lost.
  • Spawn a 70% CR Adversary fleet using the doctrine and size described above, with autofit enabled, no civilian ships (e.g., no Drams, Buffalos, etc.), no officers, and 120% quality (resulting in better weapons and no random D-mods) for the enemy side. The enemy starts with the standard 5 command points upon battle start.
  • If the fleet's FP does not match the target FP, repeat the previous step up to 1000 times; the fleet with either the same or closest FP to the target FP is chosen.
  • Generates a static, no-terrain battle scenario that replicates a campaign station battle around a planet:
    • Non-hyperspace
    • No asteroids
    • Battle map size of 18000x18000 units2 (default size of battle map with no objectives)
    • Fixed standoff range of 6000 units
  • The enemy is not allowed to retreat, must fight to the last, and must deploy all ships.
  • Repeat the test until after a minimum of 10 bouts and a win ratio of 50% is reached between the last 10 bouts (i.e., 5 wins and 5 losses in the last 10 bouts).
  • The final score is the sum of the FP of the last 9 bouts plus the FP of what would have been the next bout, divided by 10 and rounded to the nearest whole number.
This is what the average Adversary fleet generated in the mission looks like, if you are curious:

Link to the image showing the stations being tested (huge image, which is why it is not embedded here): https://i.imgur.com/93zJrau.jpeg

To speed up the testing, an in-combat plugin automatically speeds up the game such that the internal game logic is running at 1/30 second intervals at the fastest possible speed, limited by the refresh rate and current FPS (going any faster would effectively destabilize the game's combat engine and make the results much less reliable).

Results
Bout Results (for reference)
These show the last 10 bouts leading to a 50% win ratio for each station tested. An asterisk (*) indicates extra bouts that replace earlier recorded bouts; for example, 3 *'s indicates 3 extra bouts were played beyond the initial 10 bouts.

Low Tech Star Fortress (11 bouts played):
*1. 310 (W)
2. 315 (W)
3. 320 (L)
4. 315 (L)
5. 310 (W)
6. 315 (L)
7. 310 (W)
8. 315 (L)
9. 310 (W)
10. 315 (L)
Average FP: (315+310+315+310+315+310+315+310+315+320) / 10 ~= 314 FP

Midline Star Fortress (34 bouts played):
**1. 290 (L)
**2. 285 (W)
**3. 290 (L)
**4. 285 (W)
*5. 290 (L)
*6. 285 (W)
*7. 290 (W)
*8. 295 (L)
*9. 290 (L)
*10. 285 (W)
Average FP: (290+285+290+285+290+285+290+295+290+285) / 10 ~= 289 FP

High Tech Star Fortress (13 bouts played):
*1. 330 (W)
*2. 335 (W)
*3. 340 (L)
4. 335 (L)
5. 330 (W)
6. 335 (L)
7. 330 (W)
8. 335 (W)
9. 340 (L)
10. 335 (L)
Average FP: (335+340+335+330+335+340+335+330+335+330) / 10 ~= 335 FP

Remnant Station (11 bouts played):
*1. 330 (L)
2. 325 (W)
3. 330 (W)
4. 335 (W)
5. 340 (L)
6. 335 (W)
7. 340 (W)
8. 345 (L)
9. 340 (L)
10. 335 (L)
Average FP: (325+330+335+340+345+340+335+340+335+330) / 10 ~= 336 FP
[close]
Low Tech Star Fortress: 314 FP
Midline Star Fortress: 289 FP
High Tech Star Fotress: 335 FP

Remnant Station: 336 FP

Analysis
Compared to the results from the 0.9.1a analysis, the FP results of all tested stations are noticeably lower, especially for the Remnant Station (336 FP here vs the 370 FP before). In addition, the gap between the buildable stations' FP results is much higher, with the Midline station having the lowest at 289 FP and the High Tech station having the greatest at 335 FP.

Besides random variance and luck (those are always a given), some potential explanations for the differences in FP results compared to the 0.9.1a analysis are:
  • Higher ratio of capitals and cruisers in the test fleets. Capitals and cruisers, by virtue of having higher flux capacity, armor, and hull integrity than the smaller ship classes, are more likely to survive getting in range of the station and, therefore, spend more time actually dealing damage to the station. The Reckless personality imposed by the Adversary's doctrine also means the ships will close in on the station for much longer, though this also means carriers, frigates, and destroyers are more likely to die needlessly.
  • Less ship/weapon/fighter choices due to a lack of modded content, leading to increased likehood of ships with higher missile counts and use of high-damage strike missiles or bombers. Most notably, test fleets packing the most HE strike missile firepower (e.g, Reapers, Hammers, Hurricanes, Cobra bombers) often did the best against the stations, usually by blowing up important modules earlier in the fight. Conversely, fleets that lacked enough missile firepower tended to be defeated with ease or barely scored a victory against the station.
  • New content additions and ship/weapon rebalances since 0.9.1a. For example, the Pegasus and the Invictus generally performed well against the stations due to heavy missile spam and Lidar Array barrages, respectively. Plus, general buffs to ships like the Onslaught, Mora, and Legion, as well as improved ship AI, likely contributed to stations faring a little worse. Finally, while weapons buffs technically do improve station effectiveness (particularly for the Midline's Storm Needler and Hephaestus Assault Gun), these buffs generally favor the ships more, especially with the changes to the Heavy Autocannon, Pulse Laser, Cyclone Reaper Launcher, and more.
Regarding the clear FP disparity between the buildable stations, the High Tech station seemed to win out despite the default station loadout being surprisingly undergunned (e.g., using Ion Pulsers in two of the available Large slots, and generally emphasizing EMP damage over raw damage). Based on observations, the Mine Strike systems (targeting vulnerable ships anywhere in the map), Gargoyle drones (Paladin PD protecting against missiles, and Fortress Shield generally keeping the drones alive much longer than the Low Tech or Midline drones), and separate shielding (protecting the station with Fortress Shield and allowing the main modules to fire regardless of shield status) all appear to contribute to the High Tech station's apparent dominance over the Low Tech and Midline stations.

On the other hand, the Midline station appeared to struggle against the test fleets, resulting in it having the lowest FP result. From what was observed, the likelihood that the Midline station wins largely depends on how often the main module is able to freely vent. At low flux, the main module's Large weapon batteries tended to wreck targeted ships, similar to an Invictus's Lidar Array barrage. At high flux, however, the main module only fired its Storm Needler and Graviton Beams, usually preventing it from also firing its Hephaestus Assault Guns and Mjolnir Cannons. Because the enemy fleet will naturally surround the station, the main module ended up staying at high flux levels in most losing battles due to it continuing to fire its kinetic weapons at any and all ships and fighters--which usually failed to finish them off.

Meanwhile, the Low Tech station scored in the middle, between the two other buildable stations. Like what was noted in the 0.9.1a analysis, enemy ships sometimes insisted on firing through the invincible structural spurs, wasting precious ammo and building up soft flux; this behavior likely contributed to few of the station's wins. Other than this errant behavior still appearing on the 0.97a version, there is not much else to say about the Low Tech station.

Lastly, the Remnant station performed relatively poorly compared to its 0.9.1a analysis result, only besting the High Tech station's FP result by just 1 FP. While the 360 degree constant long-range firepower certainly favored the station against the test fleets, the subpar shields and armor modules also meant it was more vulnerable to heavy strike damage blowing up many of its modules early in the battle, which largely explained most of its losses.

Final Thoughts
While I can say the results from this station analysis reveal a lot about how stations are faring in the current 0.97a version, I should point out that this analysis does not account for other faction doctrines, nor does it account for a (player) fleet supporting the station against the enemy fleets. For example, the Midline station, and the High Tech station to a lesser extent, would likely perform much better when a friendly fleet provides it cover from flanking enemy ships, amplifying its ability to provide supporting firepower. In addition, actual enemy fleets have officers as well as active admiral skills, not to mention an entirely different fleet doctrine that either helps or hinders them against stations in general. Also, we should not forget about the stations themselves having vastly different loadouts due to faction weapon availability and autofit--anyone who fought against the Persean League's Midline Star Fortress should know that well.

Despite all of what I just said, the results do appear to support the notion of certain stations being better than others, following the High Tech > Low Tech > Midline sentiment that I have often noticed in community discussions both in the forums and outside of it. Whether these results are a cause for concern or simply a random coincidence that can be brushed off as such remains to be seen; a more thorough analysis, with a more robust and replicable methodology that actually tests against the actual vanilla factions, would probably need to be done to say anything more conclusive.

Special Thanks
  • Dark.Revenant - For the original station analysis and methodology! Also for the II station tester code that I uncerimoniously cribbed to help create my own station tester mission (hopefully you don't mind!).
  • Himemiko - For the Java 23/24 conversion kit to vastly improve Starsector performance! Without this, running the tests like would've taken too long for me to actually consider replicating the original station analysis.

Wyvern

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #1 on: February 07, 2025, 11:43:53 PM »

Interesting!

As a player, I often pick station type based in part on my available blueprints; if I don't have any large energy weapon blueprints but do have large ballistic blueprints, for example, I'll go with the low-tech station over the high-tech station.

(I avoid the midline station - I just don't like it as much. That it's (probably) the weakest station type doesn't help it either, of course.)

...And I do like setting my doctrine to prioritize medium dragonfire torpedos, just to ensure that my stations will use those. Is it the very best choice? Probably not! But it amuses me on the rare cases when I get to see it in action.
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Cryovolcanic

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #2 on: February 08, 2025, 06:30:09 AM »

Very interesting analysis. Thanks Tranquility.

---

I use the Adversary mod, and it seems like their fleets are usually more organized than this? I have seen all-phase Adversary fleets, carrier spam, etc. This looks like a mishmash of random ships?

---

How do I interpret the FP number? Is that the average # of FP killed by the station?

Also why do you run tests until you get a 50/50 win rate, instead of just running 10 tests and having the actual win/loss?
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SCC

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #3 on: February 08, 2025, 07:07:55 AM »

It's a shame midline star fortress did so poorly. It would be nice to see it buffed.

How do I interpret the FP number? Is that the average # of FP killed by the station?
It is the average, yes. In practice, it's the number at which the station is equally likely to win or lose.

Phenir

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #4 on: February 08, 2025, 07:46:06 AM »

It's a shame midline star fortress did so poorly. It would be nice to see it buffed.
I don't think it really needs a buff. As said in the post, this isn't considering that there will be a supporting fleet which would mitigate the main weakness of the midline fortress, that being it being surrounded and unable to vent.
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Nettle

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #5 on: February 08, 2025, 07:54:43 AM »

It's a shame midline star fortress did so poorly. It would be nice to see it buffed.
I don't think it really needs a buff. As said in the post, this isn't considering that there will be a supporting fleet which would mitigate the main weakness of the midline fortress, that being it being surrounded and unable to vent.

Unless it makes up that difference by performing noticeably better when backed by a fleet, and not just the same as two other stations, it's still an inferior option, no?
« Last Edit: February 08, 2025, 08:02:16 AM by Nettle »
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Bungee_man

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #6 on: February 08, 2025, 08:21:57 AM »

I don't know that a random doctrine works best as a benchmark - a consistent low tech or high tech fleet has synergies that you don't see with a mixed fleet, usually. A bunch of low-tech Moras can come in, share damage, and saturate a target with missiles and fighters, while a mixed group of Moras and Herons sees the former overwhelmed and the latter hunted down afterwards, for example. Ditto a lack of officers. As you said, survivable enemy ships are the main threat to a station, and fighting an officered enemy is qualitatively very different than an un-officered enemy.

Personally, I'd use the Remnant as the benchmark. They've got an established doctrine that see use in AI core farming and represent the strongest threat in the game. Maybe even try a run where some XIV onslaughts (or some other well-regarded ship) are ordered to guard the station's flanks at the start of the battle - High Tech's reliance on shielding definitely benefits more from support than other stations.
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Princess of Evil

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #7 on: February 08, 2025, 08:36:47 AM »

I'm glad to be validated in building Remnant stations every chance i get.
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Phenir

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #8 on: February 08, 2025, 09:01:13 AM »

It's a shame midline star fortress did so poorly. It would be nice to see it buffed.
I don't think it really needs a buff. As said in the post, this isn't considering that there will be a supporting fleet which would mitigate the main weakness of the midline fortress, that being it being surrounded and unable to vent.

Unless it makes up that difference by performing noticeably better when backed by a fleet, and not just the same as two other stations, it's still an inferior option, no?
No, because it will always have a fleet backing it up in any scenario where the performance measured in this thread matters. If you aren't assisting the station then combat performance doesn't matter since it will be decided by autoresolve which uses FP. If you are assisting, then why isn't your fleet on the field? If it reaches parity with the other stations in the intended scenario then it's fine. I'd even go as far as to say if it exceeds the other two in that scenario, it needs a nerf (or the other two need a buff).
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TheMeInTeam

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #9 on: February 08, 2025, 10:27:53 AM »

The separate fortress shield really makes high tech stations a pain.  I hate attacking high tech star fortresses to invade in nex.  I can do it, but it requires a noticeably stronger setup than the other stations.
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Nettle

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #10 on: February 08, 2025, 01:11:07 PM »

It's a shame midline star fortress did so poorly. It would be nice to see it buffed.
I don't think it really needs a buff. As said in the post, this isn't considering that there will be a supporting fleet which would mitigate the main weakness of the midline fortress, that being it being surrounded and unable to vent.

Unless it makes up that difference by performing noticeably better when backed by a fleet, and not just the same as two other stations, it's still an inferior option, no?

No, because it will always have a fleet backing it up in any scenario where the performance measured in this thread matters. If you aren't assisting the station then combat performance doesn't matter since it will be decided by autoresolve which uses FP. If you are assisting, then why isn't your fleet on the field?

Right, but on the off-chance that I only want to deploy my flagship while assisting the station, or I can't really deploy much because the attacking fleet is massive and the station itself takes up most of the available DP - isn't the midline station strictly inferior in this situation? And if by covering station's flank you only bring midline up to par with two other options, doesn't this kinda leaves you with a comparatively subpar station? I mean it's not like low or high tech stations require anything extra to build them, so why ever pick midline in this case?
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Killer of Fate

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #11 on: February 08, 2025, 01:18:25 PM »

this post has been edited

does this mean we should give Midline station ammofeed?
« Last Edit: February 08, 2025, 02:07:56 PM by Killer of Fate »
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Phenir

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #12 on: February 08, 2025, 02:47:47 PM »

It's a shame midline star fortress did so poorly. It would be nice to see it buffed.
I don't think it really needs a buff. As said in the post, this isn't considering that there will be a supporting fleet which would mitigate the main weakness of the midline fortress, that being it being surrounded and unable to vent.

Unless it makes up that difference by performing noticeably better when backed by a fleet, and not just the same as two other stations, it's still an inferior option, no?

No, because it will always have a fleet backing it up in any scenario where the performance measured in this thread matters. If you aren't assisting the station then combat performance doesn't matter since it will be decided by autoresolve which uses FP. If you are assisting, then why isn't your fleet on the field?

Right, but on the off-chance that I only want to deploy my flagship while assisting the station, or I can't really deploy much because the attacking fleet is massive and the station itself takes up most of the available DP - isn't the midline station strictly inferior in this situation?
If the attacking fleet is so massive that you can only afford to deploy one ship (which is impossible since stations add max dp to both sides. At minimum you will have 100dp), that station is going to die anyway regardless of its type. The difference in FP defeated is literally just 1 capital, 2 capitals at best. Even if you only deploy one ship, you are still providing a huge zone of denial to enemy ships which the station can use to vent.
Not being able to deploy enough isn't an issue with the station in the first place anyway, it's an issue with there being no objectives on station battle map. But that's a problem for a different thread to discuss.
Quote
And if by covering station's flank you only bring midline up to par with two other options, doesn't this kinda leaves you with a comparatively subpar station? I mean it's not like low or high tech stations require anything extra to build them, so why ever pick midline in this case?
As outlined in the OP, the midline station doesn't have any trouble killing stuff provided it gets the opportunity to vent. It's not subpar unless you can't support it. It's like saying HIL sucks because it doesn't do anything unless you have other weapons to drive up enemy hardflux.
this post has been edited

does this mean we should give Midline station ammofeed?
That would please my inner ork at least. I love the sound of hags and mjolnirs firing super fast.
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Doctorhealsgood

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #13 on: February 09, 2025, 03:06:43 AM »

Make midline wider so it can bat foolish ships that get too close easier
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Tranquility

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Re: [0.97a] Station Balance - A Replicated Analysis
« Reply #14 on: February 09, 2025, 03:01:51 PM »

...
I use the Adversary mod, and it seems like their fleets are usually more organized than this? I have seen all-phase Adversary fleets, carrier spam, etc. This looks like a mishmash of random ships?
...

I use a script to occassionally change the Adversary fleet doctrine in the campaign. However, because these tests were done in the main menu missions, they're just using the default doctrine as set in the adversary.faction file, which is why they do not appear as organized--which is good if I'm trying to represent a benchmark faction that does not favor a single fleet composition over another (i.e., having a relatively-balanced mix of ship types and tech levels instead of going all in on phase ships, carriers, Low Tech, etc.).

I don't know that a random doctrine works best as a benchmark - a consistent low tech or high tech fleet has synergies that you don't see with a mixed fleet, usually. A bunch of low-tech Moras can come in, share damage, and saturate a target with missiles and fighters, while a mixed group of Moras and Herons sees the former overwhelmed and the latter hunted down afterwards, for example. Ditto a lack of officers. As you said, survivable enemy ships are the main threat to a station, and fighting an officered enemy is qualitatively very different than an un-officered enemy.

Personally, I'd use the Remnant as the benchmark. They've got an established doctrine that see use in AI core farming and represent the strongest threat in the game. Maybe even try a run where some XIV onslaughts (or some other well-regarded ship) are ordered to guard the station's flanks at the start of the battle - High Tech's reliance on shielding definitely benefits more from support than other stations.
A part of why I used a random doctrine as a benchmark is to maintain parity with the original analysis; as Dark.Revenant had said from the original analysis, "[t]he generated scenario isn't meant to be perfectly realistic to a particular in-game scenario, but rather something that won't be unfairly biased towards one particular fleet composition over another."

Additionally, while the analysis would definitely benefit from testing the actual vanilla factions rather than some benchmark faction, doing that would exponentially increase the amount of time it would take for me to finish running the tests, which I did not really want to do since I just intended to replicate the original analysis. Of course, if anyone wants, they are free to replicate my analysis using the described methodology (or create a more robust one) and come up with their own results regarding performance against the vanilla factions, with or without supporting ships.

(Also, I do not really use stations to help farm Remnants anymore, especially now that having a colony in an active Remnant system will invoke the Remnant crisis and just add another source of worry/micromanagement that I prefer to avoid.)

this post has been edited

does this mean we should give Midline station ammofeed?

If I wanted to do some station changes, I would probably start by giving both the Midline and Low Tech station modules some hullmods. What most people likely do not know is that the High Tech station modules--in fact, all 4 of its combat modules--are also equipped with the Resistant Flux Conduit hullmod as part of their standard loadouts, while the combat modules of the Midline and Low Tech stations do not equip any additional hullmods at all (besides their built-in station hullmods).

Personally, I'd give all of the Midline station's modules Advanced Turret Gyros to boost its weapon turn rates. This would help the Midline station keep its guns on a target, especially when it uses weapons with very slow turn rates like Hellbore Cannons or Gauss Cannons. Plus, I would also maybe exchange their Missile Autoforge system for the hullmod version, since the hullmod version recharges missile ammo faster than the station Missile Autoforge system, and it would at least maintain parity with the Low Tech and High Tech modules using the hullmod version too.

For the Low Tech station, it might be fun to have all of its combat modules also get Armored Weapon Mounts to really emphasize its slow, yet armored nature. The armor boost and recoil reduction are a perfect match for the Low Tech station's reliance on armor and ballistic weapons, and makes the station stand out a bit more compared to the High Tech station.

Speaking of the High Tech station, I actually do not think it should be nerfed much (and the other stations should be buffed instead), since it already feels like an interesting station to fight against or support in a battle. Sure, the Fortress Shields and Mine Strike systems makes fighting it with conventional fleets quite difficult, but it also is incredibly vulnerable to getting destroyed very quickly by powerful strike damage, especially if a player flagship sneaks in some Reaper missiles within the shield gaps or after the shields overload.

So, if it should be nerfed, a possible nerf I would go for is to remove one Gargoyle drone from it and then give that extra drone to the Midline station, as the High Tech station really does not need 4 drones, especially since the drones have their own Fortress Shield and, thus, already live longer than their counterparts. On the other hand, the Midline station only gets 3 Ravelin drones--which get taken down about as quickly as the Low Tech's Merlin drones--so an additional drone would help it out more. Plus, it just makes perfect thematic sense to have a 5 / 4 / 3 drone count for the Low Tech / Midline / High Tech stations.
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