Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Are said Titans targeting a station module and not under AI command?
Ideal fleet for taking out stations....
3x dreads with plasma nose cannons and coilguns on hull.
6x lancers with 960cm phaser nose cannons and heavy lasers on hull.
All ships at least one PD ofc, and a minimum of 70 hull armor.
As for fleet handling. The less of it you do the better. Sadly.
Select high wall. Do NOT lock nose to target. Do NOT change ship speed or course. Just leave the formation to slowly advance. The three dreads (plasma plus coilguns) will kill all incoming alien ships in quick time. You can set primary target if you want to make sure something is focused down, but there is no reason to lock nose to target. This fleet should wipe out any alien defensive fleets before it gets within range of the alien station. If you only have 2 or 0 dreads, some alien ships may make it through your formation and survive, which means you don't get the victory or the salvage, even if you annihilated the rest of the aliens.
You can add a handful of destroyers to the fleet and keep them back to chase down survivors as an insurance mechanism, but with three properly kitted out dreads its not really necessary.
The 6x lancers (960cm phasers) will shred the alien station before your plasma or coilgun shots even get close to it. Having 70+ nose armor is more than enough to shrug off incoming plasma from the alien battlestations. If you have fewer than 6 lancers you may need to up the armor because they will kill slower. If you have 7 or more lancers it's massive overkill.
Build only large ships (dreadnaught/titan), anything smaller is a waste of MC.
Use only plasma weapons and point defenses (everything else is trash, bad on long range, or countered by PD).
Never use stupid formations except Wall-like:
Line for up to 3 ships
Short wall for 4-8 ships
High Wall for 8+ ships
This way your ships cover each other with Point Defenses as they fly forward and destroy everything.
Never manually select fleet targets, let them spread and focus fire automatically as enemies come in. Never set ships to lock on enemy ships, its pointless and makes them turn their weakest hull parts towards the enemy fire.
When combat starts, retract radiators and unpause the game, go make some tea, come back to collect the loot. Your ships will slowly proceed forward obliterating everything in their way.
Its as dumb as it sounds, but that's how space combat currently is in Terra Invicta.
But the "boring way" is the way designed by developers.
You are basically biding your time, staying inside your MC aggro range, building up infrastructure, mining, and research in preparation of releasing the Kraken.
Then you release the Kraken and move into an open confrontation phase.
The pacing, and progression, is exactly that - there is no midgame. There is early game and late game.
And thats the design bestowed upon us by amazing devs.
The devs don't actually seem to like people researching the whole tech tree without fighting the aliens though, which is why research campuses cost MC now, so you have to fight the aliens if you want to ramp up your research speed.
It's not very open-ended, the game follows quite straight rails.
Aggroing aliens early with Krait missile trash ships is probably the worst move you can do,
Building trash ships in general is a waste of resources.
And its risky going early aggression, because if you manage to piss off aliens and get wiped out of orbits, there is no way to get back to those orbits because aliens relentlessly destroy any station under construction. So why even risk it.
There is literally 0 reason to fight aliens and waste resources when you can settle entire Mars, Ceres, and Mercury peacefully.
If you ramp up boost early game and build MC properly, you can settle entirety of Mars before other factions probe it, then mine it, and spam research campuses on it. The amount of research you get will allow you to plow through entire tech tree before 2040.
Throw in MC bases and nanofactories on Mercury, and mining + MC bases on Ceres - more than enough to build defensive fleets rapidly in orbits of your important planets.
With fleets in orbits, thee is nothing aliens can do to you, period.
From there just bomb all alien bases with nuke trash ships, and they have to run back to Quaoar to refuel. Game is pretty much over at that point, because its just a waiting room for the advanced antimatter engine tech to reach Quaoar with your latest tech Titans.
But of course, if you want to RP and play suboptimal, you can have fun whichever way you want. It's just nowhere near as efficient.
In TI, you can prevent alien councilors and armies from landing on earth and prevent stuff like their "observation" fleet missions. Destroying alien ships is also the main way of how to gather one of the most valueable resources in the game.
That's not true. Most of the time it's not hard to recover form alien retaliation, because the aliens will generally calm down eventually after they blow up some stations or ships. You only have a problem when it's very late in the game and the aliens decided to launch a full war, but by then you should have defensible bases on other places, that are hard for the aliens to destroy.
Personally I'm for starting the war with the aliens as soon as possible though and not even letting them do any retaliation. They don't even seem have any fleets with more than 1-2 ships in my game, because I blow up everything that comes close to earth, mars and mercury.
I very much doubt that turtling is the "optimal" and "efficient" way to play. I assume with efficient you mean it's the fastest way to win the game, but I bet you can win the game a lot faster than you might think when you don't limit yourself by trying to min-max the alien aggression MC cap.
Deciding to fight the aliens for example means that you can build a lot more research stations, because you don't have to stay under that MC cap.
It also depends on your difficulty setting of course. If you play on the hardest difficulty setting, the MC cap will be so low that staying under the cap is gonna be a big handicap.
I have the same objective opinion, I pointed this out in my feedback thread. It sounds harsh but it's true. -_-
But now I just yawn, as my doomstack of 30 Titans (with the ridiculous combat rating of less than 10k, because I am not using missiles or Torpedoes, which are absolute trash) wipes out "30k" alien fleets and stations, by basically just sitting there and let the alien fleet mindlessly fly into the crossfire....
There isnt even the excitement about new tech anymore, since I finished it by 2050...and possibly, when more min-maxing, could have done it a lot earlier even.
I understand this is an early access game, so maybe there will be some polishing of the game play and balance? I am not quite seeing how space combat could be improved to a degree, that maneuvering actually has any meaning instead of just designing giant flying fortresses...
Lastly - I am running this game on a 24-core 128 Gbyte RAM machine with an RTX 3080 and the performance is horrible - it cant be THAT hard to compute trajectories? I mean, this is not even relativistic mechanics, but plain old Newtonian physics.