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
Lasers can be stopped with very low armors from long ranges tho.
im not going to argue you on that, but i am specifically talking about recommended ratings for the scouts. i dont think he needs 100 armor anywhere but a bit in the front could allow it to survive another hit atleast.
Edit. Generally if you plan to actually fight aliens before 2040 overwhelming quantity is the way to go.
Or heres a design that wipes fleets up to 1k strong(on autoresolve because autoresolve is broken) 20-5-25 frigate with cobalt radiator(important) and heavy dumbo. 50/50 pd and rockers fill utilities with magazines. And ship canon to the front to distract enemy PD
Oh I am not trying to fight the aliens or am being attacked, I am trying to down my first alien surveillance destroyer so I can research all the tech it unlocks. But the problem is that I have probably waited too long to do it. It's now 2033 and new destroyers coming to earth have long range laser and PD. So when I try the early strat of missile ship + pd ship it doesnt work and I get slaughtered before the missiles get even halfway to it, and it just slaps them away with pd, but when I try adding more ships it refuses to engage. They for some reason brought one dreadnought to earth, so I might try swarming it with ships in an attempt to kill it and get some exotics to research.
Keep them cheap and cheerful, 15 armour on the nose, nothing else, keep that combat rating down so the aliens feel safe to engage and try pick on a single ship. you want to do this earlier in the game than later so your massed missile fire can overwhelm their PD.
I have no idea what kind games these people recommending 100 armour on your ships are playing, presumably far later era combat, the OP is asking how to merk his first destroyer, not how to tank plasma shots - and for that a cheap group of missile boats is the way to do it.
Also in my case it was a small swarm of completely unarmored missile boats with cheapest everything. The only purpose was to transfer from shipyard on extreme earth orbit fast enough, engage, and launch the missiles. Survivability is optional. The fact that two of them survive and was able to get to my station on low orbit after two months is a bonus.
The alien scout went for my missle platforms first, the same behavior I witnesed before the patch.
As I said, my biggest problem is that when I send 1 missile 1 pd boat they get wrecked, if I send 1 more ship (for example pd with 16 strength) all aliens fleets of 1 ship start to avoid me and I cant get them to fight. I'll probably try experimenting with some weaker ships, if it gets them to engage me
Did a hard turn on all my ships with them going in different directions. So as other have said make your first ships cheap and fast.
Also this helped me
https://www.youtube.com/watch?v=-9EK3_aW5hc
And if you go 100 that means you could build 4 more ships instead