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Having bigger ships allows you to field bigger weapons. For instance, the 720cm lasers have much more firepower and armor penetration at long range than 6 corvettes equiped with 120 cm lasers. Even at short range I think the bigger laser will be better.
However the bigger ship will have more trouble handling swarms of missiles, so having a good escort is compulsary.
Smaller ship en masse outfitted with missiles makes short work of anything, but it will cost a tons to refuel.
so you can use say 10 Monitor/Destroyer to defend Orbital objectives, low maintenance cost and high effectiveness.
but to go further and attack unless you have an economy pumping 2000+ water a month, it's better to be cost/refuel effective bigger ships, even if technically you'd be more powerful just fielding as many missiles/torpedo as possible.
Medium ships have at best 4 weapon slots, costs 2 CP -> to get 8 weapons you need 4 CP.
Build a battle cruiser lasts 150 days
Build a medium ship 100 days -> build 2 lasts you 200 days.
Then comes the costs - medium ships will cost you about x2 times Battle cruiser.
Also , concentration of weapons on 1 ship allows you to better resist missiles swarms. I usually go for 3-4 PD , that will solve the problem of alien missiles.
On medium ships either you use all slots to attack weapons or to PD. If you field 2 PD , they will get swarmed anyway.
Also , you can , as a smart man told above - fill the ship with bigger guns. And almost in every case weapon that uses 2 slots >>>>>> 2 weapons that use 1 slot. And weapon that use 4 slots >>>>> 2 weapons 2 slots >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 4 weapons 1 slot.
ONLY CON vs big ships - > Fuel usage. Until very very very late game you will suffer from luck of fuel and your ships are 99% to stay on the orbit and defend you.
Later , with more income and more performant drives you can move.
Only 1 thing - make sure they dont cost too much preciouse metals , those are pretty hard to get in mid game.
I've tried using laser weapons on Battle-cruiser but had complete failure as it wasn't able to fire even once (unlike my missile ships do). The enemy dreadnaughts have gun with 450 damage and longer range and NOTHING can survive that.
I don't think I can create yet a cruiser with enough manuerability to avoid such hit. My smaller missile ships can try that though.
I'm currently trying out lancers decked out with 4 single-slot nose lasers, a 2-slot laser battery and a PD - all set to guardian - to great effect. Enemy projectiles cannot make it anywhere close to that laser cloud.
May be it was a bug then. My cruiser had 2 PD lasers and it didn't try to short the projectile.
Also, remember that you can set your laser batteries and even nose laser cannons to guardian mode, allowing your big guns to help with PD duty. Since armor can take care of the lasers to some extent, as long as you shoot down their projectiles, you're likely to win.
2 PD arc lasers are enough to shot down spam swarm from 3-4 alien ships.
Bassically 2 BC with 2 PD each can now take on 4-6 alien ships and win , if build correctly.
Most of the aliens damage comes from missiles spam. God save PD.
Later on you will get few tech and tier 3 ship yards , that will make a construction time difference less and less important. At some point tier 2 ship will cost you 50 days , tier 3 ship (BC) will cost you 75 days. So...what you pick brah?...
Just keep this advice in mind - QUALITY over QUANTITY. You will thank me later.
You sure ? Personnaly the problem was not alien shots surviving PDs, but the PDs not firing at all some times.
Mods that boosted PD damage or nerfed alien projectiles - had absolutely same effect as current patch.