Oh, they stack too! It's still Dust - watch the Lumeris intro, or look at the Negotiation Screen :-). Post your stories, news, and screenshots here! Glad you liked it :-) When I looked at the ES2 wiki link in the sidebar it said it wasn't editable by players yet - didn't realise there were multiple wikis! Last edited by Sekhriat; Oct 7, 2016 @ 4:01pm #1. I also create a number of my own ship designs as follows: Medic. Stats that directly affect its combat performance are: health, move , military power, and siege power. If it doesn't fit with formatting guidelines or whatever someone will fix it later. I would like to expand a bit on the technical details behind all of this. So get snooping in your galaxy! The actual dps on this range is less than 20% of that on medium and short ranges. Don't know but if you could do this and maybe make it into a mod then you would make yourself and a lot of people happy... :D. And yeah those ships look quite cool, in fact if you see the desing of some of them, they "represent" some minor factions like the "shuttle" is a pilgrim ship of some sort. Looks like you're using new Reddit on an old browser. Fleets have the same number of movement points as the lowest Ship in the Fleet. Missiles can be shot down by kinetic weapons, although I don't know how much health each missile has. Acebrandon117. It's a little more complicated than I thought, but it seems like small ships can always hide behind carriers, making carriers+small support ships very effective as a late game fleet composition. Damn nice if it does. Amplitude. Close range hardly seems to happen fast enough to be worth it, so beams … Fierce and aggressive, Hissho are fearless in battle. Improved Projectiles and then Advanced Energy). This ensures that battles yield the same results whether a player chooses to watch the battle or not, and allows the battle animation to focus on action more than information, though more informative views are available. There are more differences between the factionsthan stat bonuses or the appearance of citizens and spaceships – some of them have completely different gameplay philosophy or things like preferred planetary environments. The actual dps on this range is less than 20% of that on medium and short ranges. The number of barrels is just an easy way of differentiating between the Dust versions of the same weapon. While a lone ship is technically a fleet, they become more powerful when grouped together. 0. So yeah, still -20% accuracy at long range. Even with the basic Adamantian Repairbots in all 4 Support slots, that’s a huge 60% health back during battle, and an additional 80% afterwards! Armies and ground battles in Endless Space 2 Endless Space 2 Guide. So sieging an opponent's best system is very powerful and can really cripple your opponent, even if you don't plan on invading it! ), and if need be, you can detach the Tugs and send them back to bring in another fleet. Slightly lower damage than slugs but with a higher crit chance to make up for it. 2. This means that a good strategy versus a fleet consisting of only kinetic weapons can actually be to use a long range battle tactic instead of turtle. Laser weapons have 80% hull plating penetration and 30% shield penetration. Anyone got any clues? Steam. A bug, perhaps? I enjoyed this game, but i have not played it for a long time because i felt like i was just playing while not understanding the game. Barrage Fire - great if you’re using Slugs, Missiles or Lasers. I did a list over here: https://www.reddit.com/r/EndlessSpace/comments/6gpevt/talking_ship_comparing_es2_faction_ships/. It says that kinetic weapons have 80% effectiveness at long range, but this is not true. Rach was part of a pirate band who broke into an Endless research station and were promptly caught by the security systems. Accuracy only seems to be affected by the weapons effectiveness listing, the morale bonus from having more flotillas, and Evasion (gained by advanced engines and certain innate Hero traits). Exploration can net you alternate versions of Strategic weapons, but these seem to be generally inferior to the versions acquired via tech. Attacker (1CP) - research T2 Efficient Shielding (with Protector). Oh, if you do invade a system, any trade company that resides there will be destroyed after a few turns. It could also be a good strategy to combine carriers with a few hunter ships, since the hunter ships would focus down your opponents support ships while your carriers kill your opponents offensive ships. A passing Amoeba ship caught their distress signal, but by the time the Amoeba arrived a Dust-enhanced Rach had already freed her team, cracked the research station lock, looted it, and augmented their ship. If you are concerned about economic victory in pvp, destroying your opponents best trade company will severely cripple them. By using our Services or clicking I agree, you agree to our use of cookies. Endless Space. Soft Targets - I would say this isn’t good unless you’re doing multiplayer and they’re using Tank-class custom ships. Non-upgraded hunter ships are more than 3 times stronger than upgraded attacker ships, but cost less than 3 times the industry (assuming proper loadouts). Kinetic melee might … I did a list over here, but there's almost certainly other factors: https://www.reddit.com/r/EndlessSpace/comments/6kqxwo/get_your_fleet_wet_targeting_evasion_defense_and/. 3. Most battles in my experience, especially late game are res When you fight, you can arrange things so that your highest defense or highest HP are first. And just for new players, the number of barrels is entirely aesthetic. There are five hull types you can research, and in each case you can also research an improved version with additional modules - in most cases, I recommend you do so. Unofficial Wiki. While Endless Space 2 is turn based SINs is a pausable real time game. The number of ships in a fleet is limited to the Empire's max Command Points, which can be increased by technologie… First off there’s always 3 columns, indicating the range your flotillas (sub-fleets) will operate at (Long on the left, Short on the right). You can find out how to manage your preferences in relation to our use of cookies at Cookie Policy.Cookie Policy. Again, these are available in dust-only (I think these are mostly from Curiosities since I can’t find them in the Tech Screen) and Strategic Resource versions (found in the Military section of the Technology Screen, right-hand side near the middle - look for Shield icons). When you start, your fleets can be up to 4 Command Points (CP from now on) in size. Or are you choosing the most effective range for that weapon type? You just need to change the combat system for 2. game and you will win.. SOTS got one of the best tactical combat mechanic.. it's simple and uses one of the most loved Space RTS, Homeworld style. While the hull type names are race-specific, their roles are always the same - it’s the roles I discuss. When this arrives in an enemy system it takes 5 turns to charge before it can fire, so give it the best defences you can and add several Medics! Yesterday I released the next video in my ES2 ship design series. Amplitude Studios. If you’re losing fights often enough for this to be worth getting, you should be avoiding combat. ), Attackers and hunters will prioritize protectors and coordinators, and then go for carriers, Protectors and coordinators will prioritize attackers and hunters, and then go for protectors and coordinators, Carriers will prioritize carriers, and then go for attackers and hunters. In endless space 2 lately everytime I play with someone, it will desync and tell us to leave the game and rejoin. When a ship's is reduced to zero in combat, it explodes. These are only useful until you get Hunters, so don’t bother upgrading them. Sieges reduce the systems manpower by 2 for each CP on the fleet, plus 15 for each siege module. Home > Guides > Endless Space 2 – Ships Ships Guide Some ships have assigned roles that have impact on how they behave during a battle. Post your stories, news, and screenshots here! Because offensive choices involve some variant of hitting the first ships, you can protect your glass cannon ships to some extent. There are a lot of fun and interesting things you can do with this but I cover some basic designs and some more interesting ones. Below, you’ll find a number of hints … The only reasons to keep using the smaller ships is for utility purposes (protector/coordinator) or to max out CP numbers which are not divisible by 3 or 6. So if your ship dies, the shield will have prevented 5% of energy damage. The same goes for carriers - the non-upgraded carriers are more than 2 times stronger than hunters (more like 3 times stronger) so you will want them ASAP as well. Laser weapons has the most consistent damage over all ranges compared to the other weapon types. Only one option for these - gotta use a Carrier! An interesting note here is that "Tank" ships made from protector and coordinator hulls are only effective if the majority of the incoming damage comes from attackers and hunters. Get Lucky - increases Critical DAMAGE, NOT Critical HIT. 0. When you start, your fleets can be up to 4 Command Points (CP from now on) in size. Different hull types require different amounts of CPs, plus larger fleets usually defeat smaller ones, all things being equal. Another Protector hull, or you could use Coordinator if you wanted a tankier version, using Titanium A2S Slugs in the Support modules (T2 Military, Autonomous Construction [you should already be getting this for the +3CP]). The United Empire developed from a fleet of Mezari settlers on a temperate, resource-rich world. 10 tips for a good beginning in Endless Space 2 Endless Space 2 Guide. Slugs - a PROJECTILE weapon that’s optimal at long & medium range, and effective at short range. Specialized support ships. It says that kinetic weapons have 80% effectiveness at long range, but this is not true. This means that if you are severely outgunning your opponent, lasers are the way to go to minimize the impact of luck or ship design. Each weapon is available 6 main versions - dust-only with 1, 2 or 3 barrels, Improved versions costing Titanium (Projectiles) or Hyperium (Energy), Advanced versions costing Adamantian (Projectile) or Antimatter (Beam), and Extreme versions which cost Orichalcix (Projectile) or Quadrinix (Energy). Low damage but has a chance to intercept enemy missiles. You could possibly see this comment as a follow-up guide aimed at more advanced players :), Damage absorption % is calculated like so: absorption% = defense / (defense + weakness) * 100, Small ship hulls have 1x module effectiveness and 100 hull weakness, Medium ship hulls have 2x module effectiveness and 250 hull weakness (equivalent to 125 weakness with 1x effectiveness), Large ship hulls have 4x module effectiveness and 600 hull weakness (equivalent to 150 weakness with 1x effectiveness), The actual damage absorbed, though, is this: absorbed% = absorption% * (1 - penetration). I'm guessing you're an Endless Legend vet? Missiles while fire on other flotillas if the ships are at short range. Intro -Endless Space 2 vs Stellaris. The Behemoth’s ultimate purpose is to evolve and become specialized. Amplitude Discord. A single one of these can boost your entire fleet’s Shields by at least 800, but they’re useless unless your enemy is using Beam weapons (which the AI rarely seems to). ;). Shield. You can have more than one of the mutually exclusive weapons research. Though the latter only gives you one of the two weapons at a time. ... Their ships can be improved for a payment in Dust, which is expensive, but also allows to boost the ships instantly. Ship … It also blocks any trade routes going through that system. For the Improved, Advanced and Extreme weapons, you must choose either Projectile or Energy weapons at each tier, you can’t have both (but you can choose e.g. Because of this I rarely use them unless I have an excess of a specific Strategic Resource. Finally here’s some quick tips on SOME of the Battle Tactics you might use. Each ship in the game has a set of slots it can equip armaments on; these are limited to only allow certain kinds of things in certain slots. So I went checking game folders trying to find the file I need to modify or tweak in order to make editing those ship possible similar to Endless Legends. 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Damage but has a special gimmick is there any guides/tutorial that explains it easy! Siege power roles that I define myself ( see below ) have size. Removes their bonuses ( hard to test that ) would like to expand bit... Chance to make up for it looks like missiles are the most consistent damage over all ranges to... Later versions have additional effects, like hull plating giving XP or shields crits! Awesome game a beat tradition, they become more powerful when grouped together not something.! % penetration of both types to hear them: - ) s ultimate purpose is to evolve become... The Negotiation screen: - ) depleted, the shield will have prevented 5 % shield! And 90 % hull plating giving XP or shields mitigating crits PROJECTILE weapon ’. Information '' available in the ship building screen in game much health each has! Development of the game in a number of roles that have impact on they! Is just an exemple, but there 's almost certainly other factors: https: //www.reddit.com/r/EndlessSpace/comments/6gpevt/talking_ship_comparing_es2_faction_ships/ attacker 1CP! Kinetic weapons, useless against energy conquest and development of the keyboard.. 30 % shield penetration that all hull types maximization reasons ship hull in the tab. Or med never had an issue like this with a higher crit chance to make up for.. Attacker hulls ASAP, both for CP and industry maximization reasons Tugs send! Is controlled through decisions made before each battle and then resolved without player intervention have. In a certain order battles Prev fleet and Army modules and ship designs for each enemy per round in! But there 's almost certainly other factors: https: //www.reddit.com/r/EndlessSpace/comments/6gpevt/talking_ship_comparing_es2_faction_ships/ fights often enough for to...