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By bad got mixed up between my bs and cruiser indictor design.
its one battery plus 1 mount ligh laser and 1 light laser or pd
Similar results from another player (and as I understand he even used Arcs lasers instead of phasers): https://steamcommunity.com/app/1176470/discussions/0/5595184948705716732/#c3481871877433686980
And your suggestion is ridiculous. I never saw fleets consist from only alien dreadnoughts... But yean, I'm curious enough to try now :)
As opposed to casually massacring the alien chaff, which I have no doubt your swarm of doom-barges is more than sufficent for.
I suppose I could build a corvette with one nose laser and one missile launcher instead but meh, the twin launchers makes sure something gets through at least.
Don't forget it's SKIRMISH alien Dreadnought. You can't see this endgame loadout in campaign now:
20/20/10 armor; Heavy Plasma; Advanced alien Mag Spinal; 2 x alien laser PD turret; Alien 128cm violet laser battery.
I think I'm loving my Dreadnoughts <3
P.S. I also would like to remind that before PD fix - 3x240cm phaser & 2 phaser PD turrets was enough to stop missiles&kinetics from alien mothership in Skirmish. And would like to remind about next patch when missiles will be no longer lauched as whole salvo and instead will follow same rules as kinetics :)
the pahser pd also doesn't have trouble with mag rounds, and 350km range make cross cover easier. not sure you need the extra costs and weight of the bigger phasers unless you need them for knifefighting.
your late game dreads are nice, but so heavy the barly can point their nose towards the enemy. by the time you have 12 of them, i could get 36 cheaper coil/missile/pd dreads, split them in two fleets and each could swat any aliens in it's path.
Your historical reference suggests that your ship doesn't have enough point defense to stand up to what I'd want it to?
Your future reference, well, yeah. I have no idea how that'll play until I see what actual stats are being used.
Deploy in groups and keep them close together in combat so their PDs overlap for even more absolute protection. The only thing that scares these ships are alien stations, because they DO use lasers heavily.
Though I think a lot of this is driven by the fact I rolled a very resource-poor solar system. So neither I nor the aliens have the resources to throw fleets of dreadnoughts around, and what few dreadnoughts (and fewer motherships) the aliens have sent have been lightly armored enough that medium coil cannons and medium laser cannons were sufficient to mulch them.
Of course I did run into the problem that this configuration doesn't work against stations. Turns out they like to put 10-12 layered defense arrays on those things, which gives them more than enough lasers to swat any number of coil rounds I can throw and dice any ship foolish enough to fight laser vs. laser. So I've started rushing plasma tech and working on a dedicated station-busting ship, since plasma's range and immunity to PD seem like an ideal answer to the question of how to deal with 12 layered defense arrays.
Of course with stations like that, I think resource-poverty might not be the only reason the ayys in my run are short on ships...
(Or you can use a corvette with a point defense turret as a tough gunship.)
IMO my battleships are quite useful at anchoring the destroyer wall and adding more volume of fire. But I would certainly not want to cut all the destroyers from my fleet, because the battleships are terribly slow to turn.