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Later on (when you have drives that can provide deltaV at least in hundreds km/s) I would still suggest to forget about anything larger than Destroyer and stay with Corvettes similar to your design (just much better armored and with 60cm UV Phaser instead of PD) until you win the game with tactics similar to shown here: https://imgur.com/a/z46ikCR or https://imgur.com/a/mGNPW7K
Your reasoning about laser/coil combo is flawed - before projectiles hit the target, as you said, lasers won't usually work as the distance to too large but when projectiles start hitting there is no need for lasers in offense (because projectiles are obviously getting through enemy PD and are much more powerful) and they are then usually needed in defense, anyway (when they are not needed they are just unnecessarily using your energy reserves or are basically a useless dead weight).
I like missiles but the ammo runs out (even with magazines). As an weapon for delivery a lot of damage in a short period of time they are amazing, but the trade off is can't fight for very long. It would be possible to build a 2nd generation missile boat, perhaps one capable of running away after its missiles are spent, but I like the idea of having ships that can wage longer battles.
Interesting. Do you have any designs you could share? Perhaps mid and late game designs? Do you ever go to larger ship sizes?
Here you could see my designs:
1. Solid Core line of missile Escorts (the cheapest, earliest and can be made guaranteed but for a mature design you need Spikers so you can have a mature design of the Molten Core line much faster, currently)
https://steamcommunity.com/sharedfiles/filedetails/?id=3160867934
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868784
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868474
2. Molten Core line of missile Escorts (most recommended if you are lucky to unlock the drives as they are sill very cheap in research and mined resources - good alternatives to it are not available until drives from the Adv Fission line (like Firestar) which are much more expensive both in research and mined resources needed for ships)
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868717
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868668
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868607
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868543
3. Late game designs for highly maneuverable walls (standard one has 20 Corvettes and 5 Destroyers)
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868409
https://steamcommunity.com/sharedfiles/filedetails/?id=3160868212
Since acquiring techs for the creation of highly maneuverable walls I could remove all alien presence from the Solar System within a year (including time for building ships) - I don't think it's possible to achieve with large ships.
Edit: You might ask, why the mature solid core design still has Vipers as missiles? Ships without any heat sink have to be almost exactly tail to the enemy (to reduce a chance of being hit in their radiators) most of the time they are in range of its weapons (laser/plasma) so they won't be able to avoid alien torpedoes (it would still be possible to avoid Jewels) in their escaping maneuver and they have to reserve some Viper missiles for their anti-missile role - Lanceheads don't have this option so you need Vipers or you need to accept losses (I wasn't accepting them for role-playing purposes despite such ships are dirt cheap)
Thanks! I noticed your final design uses Olympus nukes. Among advanced missile systems is this the way to go? This has the same parent technology as the lancehands (among a dozen or so other engineering projects), I'm just wondering what would make someone choose one rather than another (beyond the obvious considerations of damage and magazine capacity)? Since none of the more advanced missiles have a defense option, what would make someone choose to lanceheads over olympus (or any of the other types under the same parent technology)? Have you have ever been tempted to go to a different ship class to support the antimatter torpedoes?
Worthless against bigger alien fleets.
In my playthrough as Exous I had to fight a bigger alien fleet and just want to destroy at least one or two of their ships, befor they wipe me out.
Over 2000 Lanceheads fired (not salvo, shoot all as long you can !!!)
None hit its target !
Alien fleets with 8 or more ships simply have to much point defense to hit them with missles.
The sheer amount of coils flying towards the enemy is staggering, and impossible to screen with any PD. It rips a one to anything from small ships to motherships and stations. Full Dakka mode on. Deletes fleets 5x their size.
Later on move on to the Dakka Titans for extra modules like repair bays, more troopers for assaults, etc. Now these guys feature antimatter drives that can take them anywhere to bring it to the allys.
Here's the fits: https://imgur.com/a/vFZ57K1
I would also like to draw your attention to the fact that your Dread is more expensive in Basic Metals than 16 Escorts of mature molten core design I shown and just 2 of them can easily destroy it in the high speed attack run, probably without losses, despite not having any PD and despite lower techs used in their design.
Tried and tested against ally fleets up to 5x power, and alien stations. What else do you need?
What is the point of Escorts? Can they assault alien base? Anything? Carry troops? Fight 5x their power? They are cheaper, yes, but what is the point of an early game ship design in the game which does not have any "early" game? Early assault on aliens is a suicidal waste of resources. Just chill and research until your big fleets come out.
Is your memory that short or you are just trolling?
2 Escorts can defeat your "optimal" Dread and you somehow think they are a waste of resources in the early game, especially in the situation when I told you many times and showed examples that they could fight the early Total War almost without losses.
Oh right, the guy with playtime 3x less than mine teaching me how to fit the ships.
Whatever, lost interest in this discussion.
Anyway, much of what was said in this thread is irrelevant in 0.4.1