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Early-Midgame allow some very agile and fast missile ships (Molten Core fission, you need a Fission Spinner or better a Pegasus).
WIth better techs eventually you could use lasers / coilguns. But still - your defense fleets need to be faster then incoming aliens so that will require MUCH better engines.
Before 0.3.x first non-missile combat ship you could make was a Destroyer. Now (0.4.x) aliens get buffed a lot ... and I fear only Lancers (and above) could fight mid/lategame enemies efficiently. 4-slots nose weapons are very powerful (both Phasers and Coilguns Mk3 / Siege Coil Mk3).
P.S. At least nobody yet shared his success with using Battlecruisers with me
https://discord.com/channels/462769550841348126/1326385261638193223
Afterward you should avoid aliens retaliation until you can protect your spaceyards.
3-4 of them is a reasonable for harder targets.
This is true, 10 is overkill but will 100% succeed even with the worst ships design.
Well I thought it will be effective as a point defence weapon, since first lasers have shorter range and seem to be rather underwhelming. Generally I would like to avoid lasers on ships if possible in favor of railguns/coil guns design, more Expanse like weapons :)
I'm strictly against having 50/50 PD/missile mix because it's reducing your PD penetration ability even more then by 50%. Even best missiles (Artemis, Poseidon, any shaped nuclear) would struggle in that case.
But a few dedicated "frontliners" or "survivor" ships with 40mm or even 40mm & Particle Beam work pretty well. Just accelerate them a bit (seriously only a bit!) at start of the combat - that will make them a preferable target for AI in most cases.
Very strong option, Siege Coils Mk3 are near OP. Just ignore medium-sized mag cannons (and medium-sized ships) and go straight for 3/4 slot nose cannons.
Early lasers and kinetics are bad. But lasers will eventually be the best way to kill small ships while coils the best to kill large ships. Early missile-based fleets can get away without them but as you transition to latter game designs you will want to use lasers. Green arcs and mk3 rails are the earliest non-missile weapons that can compete, and by UV arcs or green phasers and mk2 coils you can punch way above your weight class. You can try all coil fleets but they will be significantly less capable.
PD 40mms stay viable all game for ship self-defense against kinetics. PD Ions are best for antimissile but can't target kinetics. PD Phasers trade flexibility for range and effectiveness but if backed by large numbers of lasers engines can compete to round out PD capability, generally on PD-specialized screens.
in the early game, if you adopt a standing formation for overlapping PD or due to using Ion drives, they're absolutely great against alien kinetics and they do decent enough against missile clouds. since the kinetics keep going, missed shots can hit enemy projectiles or pressure enemy PD behind the ones you can target. the obvious upside of them is that they do the same thing other kinetics do: force the alien light escorts that are flanking you to focus on manouvering to dodge the shots, thus the aliens do not use their nose lasers on you at close range.
40mm cannon having much better RoF and weight less - try it, it's currently your best option against enemy kinetics even in late game.
40mm is final point defense, it slaps harder there but fills a different use overall