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Orbital defenses could use a lot of love, as I have seen single rail guns from alien ships being more than enough to bypass the layered defenses PD and being able to take down an entire base with a single ships, taking down the defenses one by one. They need more HP and armor, same goes for alien defenses on bases, also very weak when it come to the same factors.
Local defense fleets the issue is arrive before the attack on the targeted station, specially in eraly game. Still, there is a small window to arrive after the attack, but before the aliens can destroy the station.
If you don't jump aliens the moment they enter local space every time, station defenses can buy time to allow a reaction fleet to get on site before the aliens blow up a station. Plus with the right stuff they can beat toy fleets on their own.
Put your defenses close enough together to be mutually supporting.
Not all bases can support each other and still, seems unbalanced to be forced to use more than half of your space on a t2 base in defenses just to be able to survive 1 or 2 ships.
Defense modules, on the other hand, can. But like any collective point defense they need to be in close formation. And the effective scale means an orbital is hundreds of kilometers across. You want to stake out directly adjacent slots for your weapons.
My typical load is two layered defenses.
If the aliens come with large fleets against your station, these will not be enough, of course - but these should be your primary target for your main defense fleet, while not being forced to chase around single alien ships to guard your bases.
Meanwhile defense fleets can engage enemies on their own terms and notably fight off superior enemy fleets with proper maneuvering or in detail. You can split the fleet such that any group is both well suited to an engagement and falls below a threshold for aliens to accept the combat. If that's not an option 2 interceptions in quick succession will make the aliens unable to evade due to their operations cooldown after the first. With even an early drive (such as adv pulsar) you can make decent patrol boats, with enough KPS for transfers to boot! These vessels can do basic planetary transfers and thus be useful elsewhere as well.
They are also more resource economical, especially for important resources such as noble metals and fissiles - but also come at a lower upkeep of only a few credits a month. The only thing they burn more of is your propellant resource, but most drives use water which is very easy to aquire.
for ground defenses 2 T2 is better than 1 battlestation for some reason,but im not sure if thats true because it seems random if they work or not.
i think for ground defense its probably much cheaper to have a fleet in orbit of a planet with lots of sites,for orbitals allways go for battlestations they are simply too strong not to
4 Defenses for my nano factory stations, because they can't go.
Battlestations I think are significantly more power-hungry than average for T3. If you've got fusion power, which you should, it's still not nearly as bad as you're saying, but it does boost your power investment.
Well, yeah. If your fleet can win and you're not worried about the construction time and MC cost, the fleet is definitely the way to go.
Note that's more than a few conditions, there.