Use of Durantium and Kinetics - a bit unbalanced??

Finally finished my first full game, on normal, and I have to say that Durantium Drivers are a bit OP.  Having researched everything for a tech win (game is bugged, said Altarians were ahead of me on Ascension Victory THE ENTIRE GAME, so I ended up going for tech win - I only went into first place once I researched first Ascension tech - Altarian ships were only mid age of war tech level)....anyways, I noticed that Durantium Drivers were only matched by Singularity Drivers obtained at the end of the military tech tree.  

If you get plenty of mining techs, you will have enough Durantium to keep a few fleets comprised only of Durantium Driver ships that will own everyone the entire game.  I killed fleets 3-4 times the size of me, simply because I had 6x the firepower they had.  Plus with Durantium being the overwhelming resource in the galaxy, and not very useful for planetary building IMO (unless you have MAJOR population problems), something seems a bit skewed with the game.  If the resources were split up better (Elerium and Anti-Matter), and the AI actually used them, that would be a much more interesting game of rock/paper/scissors.  I think it would be better if these mega-powerful weapons were not available until later in the tech tree.  

Do I do the same strategy again next game on higher difficult level?  Energy weapons definitely look more cool, but when lasers do 2 damage and D-Drivers do 12, its hard to do the same thing over again.

18,192 views 10 replies
Reply #1 Top

I am readily able to pwn everything with carriers.  Don't even stick weapons on the carriers.  I use fleet enhancing techs for offensive and defensive, which gives boosts to each individual fighters and they become pretty much undefeatable.  I don't play multiplayer, but I bet my carriers would pwn your Durantium, as my Carrier fleets dole out around 800 each of missiles, beams and kinetics from my fighters and have a lot of defense in each as well -- which means before your Durantium guns got in range, your ships would be annihilated by my longer ranged weapons.

Reply #2 Top

Well, first of all, I was owning the AI well before they got their carriers.  Once they did, I had upgraded and tweaked my ships with even more Durantium Drivers.  By the time the AI was really spamming CVs, I was on Huge ships, with Singularity Drivers, and they would wipe 3x HP CV fleets with plenty of fighters.

 

Yes, I hear CVs are OP, but that is rather late game.  And I'm sure CVs will be toned down.   I'm talking about the use of Durantium earlier on.  

 

I just had to quit my next challenge, on challenging level.  Same galaxy size, etc, as last game, but I was instantly surrounded by Krynn and Drengin, each with 3x the colonies and pop I had.  Didnt have the time to start mining Durantium or establish enough space for enough mines.  I guess I need to re-focus my colony spam skills for the next level.

Reply #3 Top

Carriers pwn early on, even before 'Advanced.'

Here's a showing of what I mean:

 

My carrier fleet (the 'Nuts Units') is fairly outdated.  I gave up refitting to the latest tech eons ago since the AI can't keep up anyway -- I've pretty much won, I am allied with all AIs except this last one and its a dull grind having to take every world since they won't surrender. :/  Anyhoo ... 842 kinetic damage, a combined 633 kinetic armor and ... yeah ... my missiles and beams will tend to annihilate anything before it gets to kinetics range anyway.  And, again, I'm not even updated to latest tech, and these are just cargo-sized carriers.

Reply #4 Top

I think one of the Devs mentioned that Mass Drivers tech have some hidden (or not well-displayed) distinctions and without them they look weak in compassion to other weapons. One of them is number of volleys per combat phase. Mass Drivers is the fastest weapons. So maybe Durantium Drivers have slow firing speed? And because of it future Mass Drivers have much more actual damage? If i got some of the game rules right "resource" weapons must be somewhere in between 2nd and 3-rd level weapons of same kind.

And, even with abundant resources it's hard to stack a lot of Durantium Drivers in one ship anyway.

Reply #5 Top

I think its a bit early to call anything OP unless its pwning everyone in multiplayer.  Brad's gonna whack at the AI ... I think its abundantly clear the AI sucks at ship design and assembling its fleets strategically at present, its too easy to overwhelm them.

Reply #6 Top

Yeah the AI sucks at designing ships.  As in, it doesn't even really design any ships, it just uses the base templates (those ships that show up automatically that you just obsolete from your ship lists :P).  It will however use ships you have designed for a faction, if the AI is playing that faction.  So play as the Drengin and design some ships for them, same for Altarians, Yor, Iconians, so on and so on.  Then the next time you play against those factions, you can be annoyed by them using your own ship designs against you.

 

Reply #7 Top

durantium drivers were much bigger before the 1.03 update IIRC. the basic kinetic weapons were complete garbage at realease (i heard they were OP in the beta and got nerfed too hard, can't comment, didn't play beta much). they had like 24 mass for 1 damage (railgun). then they were changed to 18 mass for 1 damage, then 6 mass for 1 damage, then 10 mass for 2 damage (higher tiers scaled more or less accordingly). durantium drivers were pretty much untouched at 12 (8 for the early prototype version) damage and 24 mass. looks like the mass was now also reduced to 10. not really sure if that was a good idea. 

i guess the bottom line is - kinetics are probably still work in progress. 

Reply #8 Top

Missile tech for the win, always. 

25%+50% cooldown.

25% range increase

at range 1375 I hit anything at least one combat round before anyone can get even remotely into long range at 1100.

Mass driver range is what? 800?

Reply #9 Top

I think its 400, but can also get modded for range, firing rate and accuracy.  Kinetics have a faster base rate of fire than missile base rate of fire, though, if I recall correctly.

Reply #10 Top

Quoting Larsenex, reply 8

Mass driver range is what? 800?

Quoting Chibiabos, reply 9

I think its 400

According to GalCiv3GlobalDefs, it's 600 range without bonuses. You can get a +50% mass driver range bonus on a ship with a 50 manufacturing, 14 mass, 1 durantium module, and a +25% mass driver range bonus on a fleet with a 185 manufacturing, 15 mass, 1 durantium module, if I'm not mistaken. I believe these will stack additively with one another, though I've never checked.

Quoting Chibiabos, reply 9

Kinetics have a faster base rate of fire than missile base rate of fire, though, if I recall correctly.

Yes; mass drivers have a firing interval of 4 while missiles have a firing interval of 8. However, this doesn't really matter much when you're talking about stacking all of the firing interval reducing components as if I'm not mistaken they stack additively; 75% off of 8 brings it down to 2, which matches the best that mass drivers can have and lacks the accuracy penalty that boosting mass drivers thusly carries. Of course, there's still the question of the cost of stacking everything (for both missile firing interval reductions, you'll pay 16 capacity, 212 manufacturing, and 1 antimatter; the mass driver firing interval reduction costs only 12 capacity and 28 manufacturing but also reduces accuracy by an additive 15%). It also ignores that missiles have a better base hit chance than the mass drivers do, at 90% rather than 80%. If projectile speed matters for hitting the target using whatever the game uses to determine hit rates, then mass drivers have an advantage there (700 projectile speed for all mass drivers versus 200 to 450 projectile speed for the various missiles).