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Would disagree. Whole station defenses are mostly useless - you don't need more then 1 module per station if playing early game rush instead of sitting like a turtle. And in ship-to-ship battles both lasers and plasma are meh.
Your both tactics are wrong. Agile dancing and flanking is INSANELY powerful once you have powerful engines (coilguns get extra damage from speed difference between you and target so by rushing on enemy even size-1 coils could deal a lot of damage and size-2 became pretty deadly).
Your usage of missiles is wrong too. You need to accelerate up to 3 km/s at start and only then launching them - without making changing course until they gone. That will pack all your missiles in a single salvo = PD unable to stop it even if all enemy slots will be used for PD :)
Mmm... No? Advanced Pulsar and Pegasus Drive already allow you to move ships around inner planets. Trick is to have refuel outpost at destination (and ideally a mini-shipyard - installing extra armor is pretty quick).
Yes, Space Lab allow to probe a planet you're orbiting after spending some days here.
Wrong. Nuclear engines are enough to win the game (as once you'd cleared Jupiter from aliens - it's technically already won game due to resources advantage).
And coilguns. And Particle beam (T1 is enough - all you need here is a Particle PD).
Fast ship (!), charge at enemy - and see how aliens burn :) But ideally you want an agile fast ship and doing bombing runs on aliens. Coils are super deadly here.
Wrong. Lasers PD aren't worth it at all - Particle Beam PD module is completely superior until you will get 60 cm UV Phaser.
As weapons - yes, I don't like lasers too. They're fine, but require to eat all enemy long-range weapons before you're able to strike back. I don't like that.
Too heavy. Your first design should be an Escort - as fast as you could get (3G acceleration is passable, 4G is great). And you don't need a PD as could simply dodge enemy fire.
VERY sub-optimal choice. Titans are meh, too heavy without serious gain in firepower. Ideally you should master managing agile Destroyers in combat - they're best ships for it.
Indeed, I overfocused on matters on earth with this playthrough, now, honestly, I had serious firepower on my stations all the way through the game and any alien fleet that would show up on my doorstep was promptly reduced to space dust. I didn't have to bother about them until it was total war and had to produce spaceships.
What do you mean by early game rush ? Early jupiter rush or missile boat spam ?
No they are not "wrong", they are not adapted to coilgun, that I would admit.
They can't be "wrong" when I essentially curbstomp 2x fleetpower with 0 losses and minimal armor damages, anything that try to flank is shot down before they can hope to, and any projectiles is shot down.
I still believe coilguns could use a slight buff in ammo velocity, it's a late-ish tech and barely feel an improvement over railguns beside damages potential, and feel very lackluster compared to plasma for two good reasons, plasma can't be shot down by PD and Lasers, and travel thrice as fast as coilguns.
Don't you need to actually accelerate when they start launching to stack them ? with about 3gs of thrust (depending the missiles you use ?)
On-site armor installing is a good idea i'll borrow.
On regards of refuel outpost, I already had that ready since as soon as I could colonize, that wasn't the issue.
I have no idea how you make early ships capable of interplanetary transfer in any meaningful timeframe without them essentially being flying fuel tanks, or you populate all the lagrange points and around the belt and do flea jumps between stations ?
I don't know how long you've been playing the game, but I can guarantee you that a large majority of players don't play like you do.
Sweet thanks for that, I didn't notice that module could do that.
I guess it depends on how the game turn out, If you don't have lots of fissiles available in your seed, you're going to be hard pressed to use any of those. In my current game, the highest deposit is a 6.5 on one of the Jovian planet, I don't remember exactly the one, and I was struggling with 1.2 daily fissile generation (while having ownership of all the relevent fissile nodes) before I could reach Jup and kick out the aliens, and as such, was mostly stuck with drives that used volatiles or hydrogen.
You are right, they are not worth a particle beam or phaser PD slot until 60cm UV phaser.
If you don't want your lasers to act as PD, you can actually set their behavior.
I'm not sure about that. If we're talking about stations takedown, having a wall of dirt cheap missile/torp boats with few hard hitters hidden behind gave off the best result with less involvement.
Even in fleet to fleet battles, agiles ships are only successful because the AI can't figure how to fly their ships, and really, all you need is enough frontal armor to soak the occassional plasma cannon shot, and enough long range artillery to blow to smithereen any alien approaching your wall of 4slot weapons.
How many gunship frigates and destroyers tried to flank my wall of titan only to get torn apart by a bombardment of UV phaser with x3 adv. laser engine, while a wall of plasma shred anything it touches.
I guess "Dancing around" the battlefield is more satisfying, but I'm a lazy person, and I like my path of least resistance.
Before I could afford titan, I was doing that with Battleships, but man, I can't get enough of those 4slot weapons. point shoot boom.
Ideally a Jupiter rush yes. But even not doing it - with advanced nuclear engines you can and should strike aliens on Jupiter (and will be able to defend your planets against them).
AI designs are... Still bad even if they begin to use at least some armor :) When build properly over their magnetic cannons they're super deadly.
Heh. Coilguns have second best raw damage output in game that could boost even further by moving fast (a double-side sword so be warned). First place - missile salvo :)
I would agree that human coilguns are nerfed too much (alien lasers have ~equal stats to human phasers, while both human coils&plasma a nerfed a lot out of nowhere). But even they with some combat maneuvers they're awesome + help to defend your ships (alien lasers will be busy so don't able to try rolling TAC caused by holes in armor from plasma).
P.S. Even railguns are too nerfed - T1 one have velocity of modern tank APDS shot & much heavier.
Plasma have too low damage output - it countered by armor quite hard and rely on TAC or alien inferior designs (but devs slowly add more and more armor to their ships as they should use - initial alien designs with 12-20 frontal armor were ridiculous for lategame).
As example - 15 armor is enough to stop hit from human T3 4-slot hull plasma battery (and 22+ will usually tank a several hits without TAC), for human T3 3-slot nose plasma cannon it will be 22/33+ armor and for T3 4-slot nose plasma cannon it will be 30/45+ armor.
Try skirmish against equal amount of Alien Dreadnoughts - and you will see how poorly plasma perform against armored targets (while they really should use even more).
Currently - no, missiles conserve their limited dV and activate engines only relatively nearby to target. They launched with speed around 3 km/s so ship moving that fast will stack them in a single salvo. Even if devs rework it - it will make missiles even stronger :) As you no longer will need to wait for 3 km/s speed and with enough acceleration could fire them right at starting your burn.
It's very important to understand that early engines are weak and Solar System is damned big. So - ships SHOULD be small. Small ships could achieve pretty good stats even with nuclear engines. Without extra armor (and with extra tank or two) they will have enough dV to do most early transfers (ideally you should use launch windows - in that cause you will have enough fuel without need for refuelling stations). Yes, I'm keeping a refuelling post on highest Earth orbit.
It doesn't allow you to use a single fleet to defend inner planets - but allow to save a bit on keeping shipyards outside of Earth orbit small.
In latest patch - you already unable to spend early game without building defense fleet as aliens WILL do some early attack on your stations&mines. Passive strategy seems to be not intended by devs :)
Well, Luna having less then ~8 fissiles is instant restart for me :) And I planning to make a tool for checking savefiles on system resource in a few days (unsure if I will able to share it but at least will share a raw data from it). But I'm not speaking about Neutron Flux Torch or late Gas Core engines - for Advanced Pulsars / Pegasus you could use fissiles from Earth.
Huh? You probably don't get it. In PD job - best module is 60 cm UV Phaser (due to having big range so most of ships in fleet will be capable to fire on incoming projectiles), second best is Particle Beam PD module. As it also have very small mass - it's a perfect pick for early ships and once your scientists will have a free time you could upgrade it to UV Phaser.
About lasers used as main weapons - as I'd said I don't like them and so lack experience here but it's only my personal opinion. During beta I saw a few players capable to do well using Green Arc lasers an above.
Dunno, I used coilguns battleships&dreadnoughts for ages against stations and never saw any issues :) Even recent addition of armor don't change anything for coils due to their raw damage output - if they're capable to break through PD anything will melt in seconds (actually you need to change targets in advance in those battles). And as enemy lasers are busy trying to save themselves - you're not getting so much TAC and don't suffer loses with enough frontal armor.
But yes, swarm of missiles is a nice early game tactic against stations, once you could afford it.
No. As aliens mix capital and non-capital ships in same fleet - that mean you can separate them and destroy their fleet in parts. Just alien designs are still bad (even if devs made them better in last patches and 60 cm UV Phasers are no longer a reliable weapon even against alien light ships).
While titans are obvious best bet for "static wall of death" strategy - they're VERY expensive. Usually at cost of titan fleet you could have ~2 battleships fleets that would perform much better.
I've got to ask, have you actually been playing since the last update/recently?
4 60 cm UV Phasers on a ship can tear apart any ship that gets close. Oh, not as fast as coilguns or plasma, but they also contribute to the defence of your ship.
They're not the best thing ever or the most optimal path for minmaxers, but they're solid reliable weapons even against larger ships, nevermind small ones.
You can accurately call them worse than other options outside of niche situations, but unreliable? That's just plain wrong.
TOO close for my taste. And yes I will repeat my own words that 60 cm UV Phasers are be best form of PD - for such double purpose too. I think it was obvious.
They are unreliable to me as no longer unable to protect my bricks from being flanked on their own (like they could before devs fixed combat AI & added armor for aliens).
You don't understand: aliens don't have to approach your wall enough to be destroyed and if they properly used their missiles they would destroy your static wall with impunity because the best defense against missiles is maneuver. This is why agile ships are better. Yes, attack runs of agile ships will be worse than now when AI is taught how to use ships in formations but the static wall will be suicidal even before that.
This is actually not necessarily true - if they do it right, eg. if missiles always have the same starting phase of acceleration no matter at which speed they are launched, then it will make them weaker because even though they could be faster during their final acceleration phase they won't create such dense swarms after this initial phase as they can do now.
Edit: it can't be fully compensated because you can't change the value of your acceleration during your combat maneuvers.
By the way, it always amuses me how you are always super-certain with your "just wait until devs teach AI to use missiles" claims. If anything, devs would do exactly opposite and nerf missiles. Why? Because you don't want to degenerate metagame into a missile spam-fest.
But yean, probably devs don't like to be called "Aurora4X with graphics" so missiles already picked a short stick :)
Yes, it might be amusing that kinematics dictates for a weapon with such parameters as in-game missiles (and quite frankly generally missiles) to be either irrelevant or overpowered.
I am super-certain Devs don't want it to be irrelevant because I know from their words how hard they've tried to find a middle ground. I am also quite certain finding it verges on impossibility so they can only make them less overpowered than now (BTW, do I have to remind you that I consider them overpowered - if I remember it right you already think of them as irrelevant).
Why am I certain they will soon try to make AI use missiles properly? Because it's easier than making AI maneuver properly in formations and without it the game will stay too easy for their known taste :) They will also show players in this way how powerful might be tactics based on kinematics, especially in space - it's so rare in the game world that most players don't even think about it.
Edit: BTW, in my previous post I should actually say that I consider missiles overpowered against the static wall (or targets that don't maneuver enough) - even I already consider them mostly irrelevant against the highly maneuverable wall.
It means: No, missiles currently don't always spend half of their DV on their initial acceleration. What's more, after certain threshold of launching speed they don't have their initial acceleration at all if the enemy is not maneuvering and this is what I call "bug" in this case.
Edit: You can see how it still looks in-game in the pictures presented in this post I've linked to many times before: https://steamcommunity.com/app/1176470/discussions/0/3767858179328362719/?ctp=4#c3757726349612485720