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From what I can tell station modules don't have normal armour but a lot of health and the component armour style of armour(the kind that goes in a utility slot on a ship) so it doesn't have armour and armour degredation but straight bonuses against stuff like lasers iirc, could be wrong though since when you fight a station in combat when you hit it it takes only hull damage no armour.
20 armor is enough to deal with a little plasma, the problem is with a lot of plasma you take chipping. More armor should mitigate that to some extent.
Component armor and if possible damage control upgrades are desirable for the same reason.
It should be possible to put your bombardment ships on tangential flyby paths so that they can easily escape the engagement quickly if they want to. Thus hopefully making it possible to take out some defenses and then disengage for repair (if you've got a base close enough). Have not tested this.
I'm fairly sure they should have armor because there was a change log line about reducing how much armor they had.
But not completely sure because the UI gives you little to no visibility into what's going on with them.
Also yeah the UI makes it hard to tell with the stations, but from what I can tell they don't have any, armour usually has its own health like for example on ships you can see a white/yellow/red line outlining a ship section that gets hit to show armour and health as well as the damage numbers above it, but I don't see that with stations only the hull going white->yellow->red and the damage numbers are all direct damage, no deflection, chipping or armour damage. Probably still there just coded or displayed weirdly then.
I think you have the good weapon technology to deal with these stations, so the problem is probably the lack of armour (50+ on the bow) so you can survive few shots
So as long as you got 50 (i end with 60 with the daedalus drive ) wall tactic ( choose the wall to make a square with your ships : 4-6 short wall 6-18 high wall 15+ great wall 25+ )
I guess against a 4 LD lategame alien station you need at least 9 ships ( i prefer lancers with heavy plasma canon 1(or 2) PD and 2(or 1) light phaser battery because it deal better with missiles volleys. But 2 heavy plasma batteries on a dreads deal near the lancer's canon damage and should do the job, then you can use light phasers canon ( or maybe light coilguns canon on nose to work as PD )
Edit : i was so long to write it that 3 of you answer so yes, the problem is the armor, you want adamantium armour with 20 armour heavy plasma 2 shot your ships, but plasma weapons aren't really good at chipping armour so more armour is really efficient ( it will be usefull too if you face a mothership ) with 60 front armour, your ships can handle around 10 heavy plasma shots, so if you're rich enought, you can send paper ship and rebuild them but i think it's more efficient to use heavy armoured ones.
Hits that don't penetrate the armor blow away a limited amount of the armor. (Done by volume, I've heard, rather than the energy capacity of the armor, which is super dumb, but moving on.) They do not reduce the armor by an amount equal to their damage! Chipped armor has a chance for subsequent attacks to just skip past the armor (???!), but that chance doesn't rise super fast.
The dreadnoughts will have 150 front armor, 8 side and 5 rear. Weapons will be 1 single slot nose UV phaser, 1 two slot nose UV phaser. Hull weapons will be 3 medium plasma batteries and PD will be two 60cm phaser batteries.
The heavy front armour ensures my ships get into range where the combo of lasers and plasma will quickly destroy the alien layered arrays.
I normally use assault groups of 16 - 8 dreads and 8 BBs. More if there's a strong defensive fleet.
all you need is a 10 ish heavly armored bb carrying 6 nuke trops with armor component, and rail or coil nose weapons. with an engine that can go 4g combat of course.
then launch nukes when the first few ships charge in to point blank range at the closes station defence.
nukes expecially the later once have very large aoe that does not damage friendly units. 1 nuke trop hit any where on the station will damage all parts of that station.
also most station defence comes in a groups of 4 like a triangle at the side. if you nuke the middle station with a strong nuke trop, over 90% of the time you will also destroy the adjacent stations.
I used 14 BBs with 30 front armor, 5 on the side and rear. They all had large mk3 plasma batteries (4 slot), 2 nose slot mk3 coil gun. (coil gun is for the subsequent barrage on the planet-side base. I had 3 ships with yellow nose structure after that battle.
I lost 1 ship to the planet side defenses. 3/4 the alien planet side base is destroyed, but I have to go repair my ships. Either ran out of ammo for the coil guns or they are all damaged. cant bombard anymore.
I started a fight with an enemy fleet docked at a station. After destroying the fleet the aliens had opted to flee the battle. So I also ended the battle. That left me docked at the station and my marines then destroyed it.