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In terms of Drive Techs... I think the first Fusion drive I actually liked was the Triton Pulse (Z-Pinch line)... But I ended up down the Antimatter Drives before I really got far in unlocking other fusion drives...
I spent too much time having fun with Heavy Orions which were great for making heavily armored local guard ships :P
Z-Pinch is definitely turning out to be quite the useful technology, with particular regard to balanced propulsion systems! Thank you for this recommendation. Now that another 24-hours or so has passed, I've further researched coil guns and those are MEAN in terms of destructive power. They totally change things up from just using advanced missiles or green arc lasers.
I actually already had Fusion Piles and the next one in line, Fusion Array Farms, already researched at the time I made the original post! But thank you for the recommendation nevertheless :) They're VERY useful outside of anywhere but Mercury, where you can simply use a solar farm or three and get virtually unlimited power with its proximity to the sun. Regarding the Triton Pulse drive though, I'm using that as I speak and its definitely a worthy contender for best, balanced propulsion method at the mid-to-late tier of things.
I can never seem to have enough water for some reason; is this normal? The most I have at any one time is a few thousand units and that does not last long either, as hydrogen propellant at a need of '10' for most drives gets expensive super quick. Though regarding ship class/size, I use a somewhat evenly stratified mix and this seems to work best for me. I win a few battles here and there, lose some also, but I'm finally into a period of the game where I'm no longer solely building kamikazee ships.
For those reading this thread, I did find a graph of all the propulsion mechanisms within the game and where they stand in terms of thrust and dV. You can see it here: https://i.gyazo.com/bda9b546d601225548e3f9370e5af012.png
I found the link within this discussion board, actually, and it has turned out to be surprisingly useful! I wish the tech tree gave more details on future techs, even if it only applied to ones you're adjacently researching.
- wait- isn't it you that has the "Hold Fast" Jupiter fleet armada?
nevermind, you'll *never* feel my pain
( puts on black eyeliner )
at any rate- I think they took a diff view than I do off how far off sustainable/ energy positive fusion is ( as opposed to the fusion reactors we have now ) but that's fine.
I'm just hoping these ships/habs aren't generating their power by boiling water still :(
If you're fighting in LEO, why are you even worrying about fusion? Get yourself some Super Kronos advanced chemical rockets, or Advanced Pulsar or Pegasus fission rockets. They'll work at least as well.
Well your right I could load them up with weapons but then the enemy just runs and they have so much Delta-V I could probably not engage them. I have not even made my first ship yet. My best drive when just now checked is something called the "Triton Torus Drive 1" with 6 propellant it can do only about half a G with 16 armor on front and 4 on side with MK 3 Rail cannon on the nose and two 60 CM green arc lasers for side weapons on a Destroyer frame. I have a super conductor coil battery and its about 187 Attack power. I would probably need alot of these to attack the five ships in the Low earth orbit around earth. I think since I never killed an alien ship I did not get an early quest as well that gives you alien metal. I have been getting metal from other quest but it never shows up on my bar like it did in an earlier game.
They have like destroyers and dreadnoughts that can do almost 4G and can go 300 DV as they have used half their DV already as it says 300/600
The core mechanic for this is simple. Send two fleets. For nonsense game reasons, after they dodge a fleet they're stun-locked for a little while, so they can't dodge the second fleet and have to fight no matter how easy it would be to get away.
And then in battle, they're too stupid to simply turn tail and run even though they've got twice your thrust and 20 times your delta-V.
Yes, it's kind of bad that the core gameplay relies on cludges and defective AI.
I read that in this article and It said to do that so I tried that a few days back and it did not seem to work anymore unless it was just bugging out on me:
https://www.reddit.com/r/TerraInvicta/comments/y4p5kv/guide_how_to_defeat_an_alien_invasion_in_10_easy/
I can try again I have a few habs around earth they dont mess with because I decked them out with ship modules and the big defense guns. I didnt think that tactic worked anymore though as it did not work for me like 2-3 times in a row. I would send two fleets targeting same one they run from first one and then run from second one that went off right after. However, will try again but these are really big fleets so I am going to have to build alot to dent them as they have 2-3 destroyers a frigit or two and dreadnoughts.
I make sure they leave from same platform. can you define thrust limitation a bit more I usually just make sure they can go around 20-30 Delta-V.
Also are these nukes any good or will they just be shot down like missles. I have some hades nukes the auto design keeps putting on my ships that I remove.
If that isn't it, I have to ask kinda extreme things like whether you're sure you intercepted one fleet with your two rather than intercepting two different fleets.
Nukes aren't any more resistant to being shot down than regular missiles. Though I believe they can explode and do splash damage, and obviously if they hit they'll delete any ship.
They're good at inflating your ship's strength score, and I hear they're good for bombardment. I can't see many occasions where I'd want to use them for anti-ship purposes.