Terra Invicta

Terra Invicta

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What's a point in combat maneuvering?
Yes. My ships are slow. But I don't see that I lose something just flying straight.
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Showing 1-7 of 7 comments
ulzgoroth Nov 10, 2022 @ 5:47pm 
It depends on what you're fighting and what you're bringing. Form a firing wall and drift is a legit tactic for sure, though it would be less so with better AI.

Here's a few maneuvers that can be useful.

1) The missile charge. If you accelerate hard in the direction of your target while launching missiles, you stack up the missiles so they arrive more closely spaced than they were launched, making them better at overwhelming point defense. I punched out an army transport with a single 3-launcher monitor that way once...and I think that was under the salvo-firing mechanics, not the stronger new rules.

2) Shields forward. Pushing point defense craft a bit ahead of the more vulnerable (and hopefully more valuable) main force means that they have a wider window in which to shoot down rounds going past them. It also means they're more likely to be targeted themselves, which may or may not be a bad thing.

3) Hot pursuit. Alien ships that swoop through or past your formation sometimes come back for more, but often they just keep zooming off into the distance and eventually escape. You can chase them down, though it takes a while. Lasers are often best here, because they can't be stopped by point defense and still cut through armor once you close the range.
wei270 Nov 10, 2022 @ 7:10pm 
at the current ver vs the biggest lost when moving straight is when there is a straight enemy ship fly pass your formation, and you have never gonna get to it again thus costing your entire bounty of the fight.
ulzgoroth Nov 10, 2022 @ 7:22pm 
Originally posted by wei270:
at the current ver vs the biggest lost when moving straight is when there is a straight enemy ship fly pass your formation, and you have never gonna get to it again thus costing your entire bounty of the fight.
Maybe if they escape, but not if you accept their surrender.
wei270 Nov 10, 2022 @ 8:34pm 
Originally posted by ulzgoroth:
Originally posted by wei270:
at the current ver vs the biggest lost when moving straight is when there is a straight enemy ship fly pass your formation, and you have never gonna get to it again thus costing your entire bounty of the fight.
Maybe if they escape, but not if you accept their surrender.

really when i accept their surrender i am still not getting the loots
Eltoron Nov 10, 2022 @ 11:25pm 
I was able to score several very important victories in early game with my weak missiles boats using this 9 dV rocket engines and dodging alien missiles. But it was at pervious version when missile boats needs time to empty its tubes. So maybe not relevant now or for those who wait for better gears before starting to fightback.
colin.higgs70 Nov 11, 2022 @ 7:54am 
Originally posted by ulzgoroth:
It depends on what you're fighting and what you're bringing. Form a firing wall and drift is a legit tactic for sure, though it would be less so with better AI.

Here's a few maneuvers that can be useful.

1) The missile charge. If you accelerate hard in the direction of your target while launching missiles, you stack up the missiles so they arrive more closely spaced than they were launched, making them better at overwhelming point defense. I punched out an army transport with a single 3-launcher monitor that way once...and I think that was under the salvo-firing mechanics, not the stronger new rules.

2) Shields forward. Pushing point defense craft a bit ahead of the more vulnerable (and hopefully more valuable) main force means that they have a wider window in which to shoot down rounds going past them. It also means they're more likely to be targeted themselves, which may or may not be a bad thing.

3) Hot pursuit. Alien ships that swoop through or past your formation sometimes come back for more, but often they just keep zooming off into the distance and eventually escape. You can chase them down, though it takes a while. Lasers are often best here, because they can't be stopped by point defense and still cut through armor once you close the range.

4) Tokyo drift: boost sideways at the very start of a battle (before you are in range of any attacks) and then turn back to nose-on. Your ships will now be sliding sideways but facing the enemy. This makes it more difficult for enemy ships to flank you and get shots at your weaker flank or rear armour since you're not charging head first into the middle of their furball.
atomicturist Nov 11, 2022 @ 7:59am 
If you bring a fleet of 8 titans, you don't need maneuver. If you bring a fleet of 6 battleships anainst a fleest of 12 dreadnaughts you need all the maneuvers you can think abaout and squeeze from the still clumsy mechanics :)
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Date Posted: Nov 10, 2022 @ 5:38pm
Posts: 7