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Also, I'm wondering what mid-game weaponry you're talking about.
Light Railgun Battery Mk2
They're also all short-legged local defense boats around the fairly unimportant metallic asteroid 325 Heidelberga. Why? I could not begin to tell you. And they're pretty terrible ships. Their biggest idea is Hermes torpedoes.
In terms of raw rating, Humanity First has even more going on, but that's all over-rated nuclear torpedo boats. Against anybody with point defense they might as well not have showed up, but they can atrocity your space mines pretty well. They nuked a Servants mine off the face of Mars recently. I tolerate them because they haven't blown up anybody I like.
The Initiative used to be building cute little battle groups in high Mars orbit back in maybe '38. I told them to knock that off, then took away their shipyard.
The Servants keep trying to build a cruiser force over Ceres. I've got a destroyer squadron there to explain that that's not allowed as needed. They're using 30mm cannons for defense, which are surprisingly good for final defense against my railguns. Not good enough, but surprisingly good.
So my factions are trying to play the space game. They're not great at it. But they're trying.
It's interesting that you say this, and bearing in mind I'm not bagging the game at all, as I consider it a good purchase. But, while the variety of weapons is awesome, there just doesn't seem to be much practical application for a a lot of it, given the Alien skill/tech level.
Doing the inevitable X-com comparison, the early/mid level weapons were still use able, before reaching the plasma era. From discussions I've seen on this forum, those who have given the Aliens a spanking have written off a lot of the tech available.
It would be nice to have other combat tech strategies be a worth while option against at least the Human Factions, until it's time to throw one up the Aliens.
However, light batteries of anything simply don't have the punch. Even on a hit those things will do less than 3 damage, right? Most ships have enough armor that that literally can't damage them.
(It can gradually chip away their armor to the point that it can, but you'll need a lot of guns or time to get there.)
Light laser batteries are mostly useful as heavy point defense. Light kinetic batteries...might also work as heavy point defense, that is a thing you can have them do. Or you can use them to throw confetti at the enemy and confuse them so that they let missiles or heavier railgun rounds get through.
Thanks for the feedback :)
And yes, coilguns is a direct upgrade to railguns. They have higher damage and velocity. So it's easier to place a hit, overrun PD and crack the armor. The only downside - they are slightly heavier and more expensive.
My coil cannon mk 2 I think do slightly less damage per shot than my rail cannon mk 3, and have the same overall rate of fire. It's not as evenly distributed, which might help a little. The shots are faster-moving, but the flip side of that is they have less mass so they take less PD hits to destroy. Overall that means the coil cannon is imposing less total demand on the enemy PD net!
Coil battery mk 2 vs. rail battery mk 3 is a clear damage upgrade, but an outright rate of fire downgrade I think.
Frankly right now I think the coilguns were mostly a waste of research, though I'm expecting once ultracaps unlock advanced coils they'll finally be redeemed.
The higher speed probably does make them better at hitting maneuvering aliens further away, though?