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
Point defense is not meant to be able to defeat the enemy on its own. It can protect stations from being taken over instantly, and as additional support for your fleet if you're fighting. It's essential for that role.
See here: https://discord.com/channels/462769550841348126/1275680875010588713
Early defensive missiles were worse, shooting off laterally and never getting close to an intercept (I was trying for an anti-missile missile safety net to range out beyond my laser point defense). I suspect the defensive nuclear missiles would work pretty well, since they have more range, fuel, speed, and a blast cone/radius.
It does seem like the best point defense options are some sort of energy weapon, point defense laser or the basic laser battery.
It took me manually stagger firing 1 launcher on each of 8 ships to generate enough of a cloud to neutralize most of what a single alien torpedo frigate fired back at me (I still lost 2 ships... 1 to friendly fire when a nuke detonated next to it while trying to kill a torpedo aimed at a ship deeper in the formation)...
Only reason I tried it was because I expected the enemy to die to my 650kt Hades barrage anyway and wanted to see if I could get some of my ships to survive... Knew the 40mm wouldn't stop them and figured I would shoot them & see... I expected my fleet to die anyway.
Stick with Ion PD or Laser PD for intercepting missiles... 40mm if you want something reliable to intercept enemy Kinetic/Mag rounds.
Note: To anyone telling me I should just use Artemis Torpedoes instead of Nuclear Tipped... Bah, I refuse to let little things like lower magazine counts stop me from firing instakill weapons at the enemy... Its too satisfying to nuke aliens early game :)
Edit: As far as anti-missile logic goes, I feature-requested changes to it some time ago because they demand a lot of micromanagement now to work around its deficiencies.
I do wish the best kinetic pd was further into the tech tree.
I agree about 40mm effective ness, but if a 40mm has fired enough rounds to kill a projectile then it should switch to the next and laser PD should ignore it allowing them to focus on other targets, instead of deleting the projectile the 40mm has already taken care of but its projectile are still traveling, freeing up the laser PD to intercept targets the kinetic PD will potentially miss against or cant hit. Because most the time my Kinetic PD rounds are all wasted as the laser PD intercepts the round, and you cant just rely on 40mm later on, so mixed PD load outs should be more logical in target assignment.
Also Kinetic PD should prioritize intercepting enemy projectiles over missiles if laser PDs are also present, as they are less likely to miss against them.
And when firing against missiles, kinetic PD could fire enough to kill its target and move on to the next, unless the target maneuvers then it resets back to the initial target, or lets laser PD deal with it. A simple example of more effective PD logic.
Some of this could be added in as option for PD doctrine, in either the editor and/or as a panel in combat for fleet and ships. Another PD doctrine option could be number of interceptor missiles per target or overkill, basically fire 2x-4x the amount of required shots to kill a target in case a few miss. ECM could also launch flares, chaff, and jam incoming missiles, causing them to actually loose track and stop seeking their target, defeating kinetic missiles and nukes, but flares and chaff are limited ammo, and Jamming is only active in bursts, meaning you can set how heavily vs. how long you jammers active, and how many chaff clouds and flares should be active at a time while enemy missile are active trading sustainability or effectiveness. Maybe have magazines increase flare/chaff count.