Hey! I’m pretty sure that most of the oldies (some older than others) remember me, but i thought i’d start with an introduction anyway. I’ve been around the forums on and off since back in 2010, making and discussing mods for GSB1. Arguably, my most notable accomplishment was getting first place in the “community mod contest” held back in 2011 (Which i still hold the bragging rights for!)
I’ve been referred to as the “forum ninja” or “swedish njnja” in the past, due to my indescribable ability to reply to topics mere seconds before someone else replies with the same answer. Recently, i’ve been referred to as “able assistant” by Cliffski.
Right now, my assignment involves balancing hulls and modules in GSB2. Knowing some of the issues the first game suffered from, i am deretmined to have them dealt with for this game. So first off, i thought i’d lay down the grounds on how the different classes of ships are being regarded in GSB2 and how they may act differently from what you’re used to in GSB1.
Fighter: This is almost the same as in the first game, except they now require carriers to bring them into battle. You usually dont want to stick too much stuff on them, especially now that the new fuel modules add weight.
Gunship: These are the new “big fighters”. They act in the same way as fighters, being deployed in squadrons and requiring a Carrier to deploy them. They share a lot of the modules with the fighters, but have some heavier options available to them. They also have a larger selection of slots available on them than the standard fighter.
Frigate: These ships now share the mid-range with the Destroyers, making us able to push them into a more combat-oriented role. The frigates are faster, smaller ships that are equally at home acting as anti-fighter support and acting in packs to hunt cruisers. They may be able to equip some limited cruiser-level of equipment.
Destroyer: Reliable, slow moving, Dedicated cruiser supports. These will be some of the only units able to deploy support beams. The exact mechanics and stats of these modules is still to be determined.
Cruiser: These serve as the backbone of any fleet. Being able to soak up damage as well as dealing it. These are probably the most similar to how they were in GSB1, but the added destroyer support should make for some fairly interesting choices.
Dreadnought: As the name implies, these ships fear nothing. They are the largest ships in the game and have the most slots available to them, as well as some of the most powerful weaponry. Their immense cost means that you wont be seeing a lot of them on the field at the same time.
With that out of the way, im going to talk about some issues GSB1 had and what ideas we have of elliminating them.
1. One of the most prominent exploits i’ve come across over the years of reading the forums and playing the game is that it is possible to make almost invulnerable “armor tanks”. They are basically cruisers that have enough armor slapped onto them to get an average armor rating that is higher than any weapon in the game is able to penetrate. Pair this with a repair module or two and you got yourself a titanium-reinforced bedrock wall that can self-regenerate.
This eventually led to tedious and boring challenges in the multiplayer section and impossibly massive scores in the survival scenarios. Now, i’ve got a couple of ideas for a solution to this.
A. Make a dedicated armorbuster weapon with redicilously high armorpenetration. This would be the easiest way to deal with the problem, but it wouldn’t remove the problem itself.
B. Increase the stacking penalty on armor in order to lower the maximum average armor possible. I like this solution, since it encourage people to use more varied builds. If you’re not spending 5 slots on armor plating, perhaps you can fit one of them targeting boosters or another engine? The problem here would be the dreadnoughts. since they have such a massive ammount of slots, armor quickly become useless. A quick fix here might be expensive superheavy Dreadnought dedicated armor?
2. Frigates didn’t really have any important place in your fleet. They died too quickly, they couldn’t make a dent in any semi-decently designed cruiser and they were simply not a cost-effective way to deal with fighters.
The only use i’ve ever personally gotten out of frigates is to either put them far back with long range weaponry and have them take potshots at enemy frigates (if said enemy was brave enough to field any in the first place), or using them as cheap-ish EMP platforms for when i really didnt have any room to spare onboard my cruisers. Even then i’m pretty sure i could have fitted cruisers to do those jobs more eficciently.
I believe this issue is being fixed with the addition of destroyers and their support role and the revamping of frigate and destroyer modules in general. Now the gap between frigate and cruiser modules isn’t as big. The heaviest frigate shield might have as much resistance as a light cruiser shield. Two or three frigates that are equipped appropriately may be a considerable threat to a cruiser.
3. Bombers are just not as useful as normal laser equipped fighters. I think a lot of this issue is already solved now that shields hug the hull of ships rather than being big bubbles that willingly welcome everyone with open arms. Now you actually need those weapons with shield penetration. I’m still struggling with the “why use torpedos on vulnerable fighters when i can just slap them on a well protected cruiser instead” issue.
One solution could be the gunships. The increased ammount of modules available could give them enough speed to avoid cruiser fire, while being armored enough to withstand fast light fighters. That does however pose a new problem. what would the fighters be good for? maybe it could be a rock-paper-siccors situation where gunships out armor light fighters, heavier fighters can shoot down gunships and light fighters can avoid heavy fighter fire.
Rock-paper-siccors gameplay usually doesn’t make for very interesting gameplay, but it might not be as bad when you take frigates and destoyers into account, along with their roles alongside the bigger ships.
4. One new issue that might arise is with Dreadnoughts. I would personally prefer if they were used in moderation. Having dreads as the new cruisers in the “why use anything other than this?” sense is something i’d really like to avoid. This might be where the bombers come into play. They could have enough firepower to penetrate even dreadnought shields (or even equipping them with disruptor bombs that lower shield stability).
Another strategy i’ve found that works when i’ve played with mods in gsb1 that use dreadnoughts is to bring lots of EMP. Disabling one ship might not sound like a lot, but when that ship account for half of the enemy fleet, it sure does give you an edge.
I’m pretty sure i will find more issues as i go along, but i think these are the most important ones right now. I’m anxious to find out what you think and if you have any ideas or problems you would like to have adressed.