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I've made some tests and my 3 dreadnoughs with 6 missile launchers each (+ some PDs) weren't able to kill one alien carrier with good defences, all missiles were shot down. 2 dreadnoughs with coilguns were able to kill it easily. When testing with different enemy ships with good PDs, results were similar. If you go against enemies with good PDs, you need at least 30% - 70% more ships with missiles, than with coils. So, why would I want to build 4 or more dreads with missiles, when 2 dreads can to the same job and still have a lot of ammo left after the battle?
It seems to me, that after you invent coilguns and plasma, missiles just become obsolete. I guess, maybe nukes are more effective at bombarding asteroid bases, I haven't tested that, but in battles they just seem generally worse, unless, possibly, when you do some god tier micromanaging (with is not easy, because the UI isn't really good in this game).
I thought one of the weapon build is laser/plasma, so that plasma can break armor for laser to burn hull, given that laser is a lot worse vs armor at range, so plasma is there for that job.
Why not mix small number of nuke/AM torpedo with massed coil?
The way they got around the limited power of missiles is just a tons of missiles.
How? Well, having a missile launcher system on the ship took up a lot of space, required a lot of support to reload etc.
Their solution was just make single use missile pack, called pods. These can basically be dumped en mass out into space and then they can all be fired off at once. Creating massive salvoes.
It seems hard to balance them because if they are stronger then missiles spam would be overly viable. Perhaps having higher tech misses that gain more ammo and speed would be a good solution. Another thing that would help make adding a missiles or two viable would be to add late game missiles that are like a MIRV. A really fast primary missile that breaks into multiple smaller missiles once its closer to the target. The tech tree for missiles feels a bit incomplete.
And given that the other factions will have nukes on their ships I'm doubting that your non-proliferation will help anyway.
Magazines for missiles are maybe the absolute strongest combat use of a utility slot.
Also, dreadnoughts have a lot of utility slots. What are you worried about not having space for? I usually wind up stuffing spare batteries in, and a missile boat doesn't need those.
it's farily simply: you fight for hours.
i sent in the coilnose, 4 pd, 2 missile, 2 nemesis dreads, with magazines, and it's all over for the aliens in minutes. (or 3 pd, 3 missilies, 2 nukes)
if i want to fight a second battle without refueling, i turn of the missiles + nukes after the first volleys. but with a little planing, there is a refuel/repair station on their way to the next target, and since i generally wanna go full tilt, you need to refuel anyway as in the outer system u easily use pver 1k kps for fast transfers.
coilers do take mostly care of enemy pd + lasers and still score hits.
but you do want to have some missilies with the nukes,. otherwise, ships with very good pd manage to switch to the nukes and back to the coils and get all nukes.
what often is overlooked: if you speed up towards the enemy, you can stack up multiple salvos of missiles. so dread speeding up for 2 nodes with about 2G will just have the right speed to stack up about 5 salvos by the time you're at close combat distance. (so it's actually 10 coilround, 20 lanceheads (or 30 something lighter) and 10 nukes per dread. arriving in a very short timespan. (with 3 mags, you still have a second full wave in store for another battle.)
it's important to keep them cheap, so you can throw them in en mass.
even if anything survives that first encounter you still have the double coils in the nose to finish of stragglers.
Well a bunch of decoys would help.
1 Expensive Antimatter-Torpedo accompained with 10 decoyes.. I think that would be a practical and modern solution. That's done in RL too.
But also the defence always hitting 100% as it is in the game is a bit unrealistic.
Anyway I can fight without missiles and torpedos so no problem.
Like the Pew Pew more anyway. :)
so as i passend MC limit, i put 16 nuke BB into serivce. 850 combat power each. 5 kps chemical drive. almost useless in combat.
aliens woke up to: they got 10k combat power. lets retreat to our stations and try build more ships. THE NEVER attacked anything but earth LEO, and that only because they're scripted to.
with a 1/3 of the combat power of the aliens ratio, they seems too scared and try to strenghen their forces first. combat power of nukes allows cheap deterence, as you pur your resources rather in economy and research until you get the good stuff.