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I would suggest you to look at the original post again - there is no mention of combat ships.
I was not talking about "missile spam" but about better utilization of missiles - when relative speed of missiles is sufficiently large and they are coming almost simultaneously there is not enough time for PD to destroy them. I was under impression that AI is substantially better at launching missiles - your observations show that they are sadly still not good enough (using only the static wall of PD is not an intended behavior).
The difference in survivability is indeed negligible currently in the late game (it's substantial in mid and especially in the early game) but in build times it's enormous - you can parallelly build small ships several times faster than large ones.
You have to understand: "zero control required" in manual combat won't last and it will be removed as soon as more QoL features will be introduced to combat. It already won't save much time and effort if you use QoL already present there and it certainly is boring - this is why I already wouldn't recommend it.
I have already seen what the insu is. If I understand correctly I have to go to a base to produce this material (I understand that it has to have a hangar) and it is filled with them for free?
With what power plant and with how many tanks and drives in each ship? I can't get good speeds maybe I have to improve the power plant
Can you share your corvette design?
You also have to understand that people play this way because they find current combat boring and time-consuming. And when the opportunity to play like that is removed combat certainly becomes even more boring and tedious.
Personally, when i played on the release of EA at some point during my ridiculously long run i stopped bothering with combat altogether and built my fleets around auto resolve - the pace of the game changed in a good way for me.
There is actually a bug introduced in some recent version that allows you to ISRU also at developed sites and prevents you from resupplying by other means there (if those ships have ISRU). Resupplying by ISRU is basically for free if you don't count time (always 10 days).
Edit: Just remember that only propellant is resupplied in this way.
Nothing mysterious, from memory: Zeta Helion (x number of drives for 4g acceleration - I don't remember how many, 3?), the best Z-Pinch reactor (Flow-Stabilized if you can have it), 50-5-10 Adamantine armor, tanks for up to 1500km/s DV, Coil Cannon III, Green or UV 60 cm phaser, Superconducting Coil Battery, Tin Droplet Radiator. With Zeta Boron it can be even better (80-5-10 and they can be refitted between each other) and Daedalus improves it more (much more improvement it gives Destroyers) but new ships have to be constructed in this case.
And why did you think I didn't understand it when I said "as soon as more QoL features will be introduced to combat"?
Edit: Have you even tried combat QoL features that are already there?
Edit2: Eg. when I fight with my standard highly maneuvering late-game 20Corvettes/5Destroyers fleet using those QoL features already present I issue commands to at most 5 groups of ships (usually 1-2 groups, though) and this fleet can defeat any fleet in the game (unless the opponent has much more plasma weapons than fleets have, currently, and, what's even more important, fights in formation) - is it really already that much more work and time consuming for a player as to justify playing in a boring static way?
There's a reason it's so ludicrously strong. Hint: the Pion Torch x1 uses I think it was 9x as much power as all of humanity does today (my comparison based on annual energy consumption averaged over that time period)
I try with this design but is very slow i cant pursuit alien ships
https://steamcommunity.com/sharedfiles/filedetails/?id=2963715934