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Small lasers are useless as a weapon at all.
Small coilguns aren't doing enough damage (ayys now going up to 100+ front armor) unless you're doing bombing runs with highly agile ships.
Only missiles do not exist in "bigger" version.
So basically if you want to kill alien en mass : you're either going all missiles route (quickly draining sanity due to manual control of every ship in combat) OR going for biggest ships and their 4-slots nose weapons.
Lasers, in particular, are very sensitive to aperture size for their armor penetration. They also want as many utility slots as possible for adv. laser engines.
The best magnetic weapons, the siege coilers, are only available in 3 or 4 nose slots. Sure, you can use smaller size magnetics and get results. The siege rounds have much better performance against pd. (For example, a 2 slot coil cannon shoots a 50kg warhead - goes down in 2 shots from an alien pd. A 3 shot siege coiler shoots a 750kg warhead. That takes around 23 shots from an alien pd to destroy.)
The larger weapons also have better range. I usually don't want alien ships getting within 750km.
If its stationary defense ship to defend a location from siege. Well then you dont care about DV, cruise, and combat speed that much. You want lots of armor and long range powerful weapons. This often means large ships with big cannon and hull slots for weapons.
Siege ships need just enough DV to reach their target they also want decent armor to survive the engagement and long range heavy hitting weapons slot. So once again big ships. They will also need support ships that can build platforms to resupply them and move onto the next target.
In the late game, large vessels are the only way to go, when fleet sizes become larger than the game allows in battle at any time, which by default is 40 ships total I think, so usually ~20 per side.
Or there are the Spinal Siege Coiler Mk2 I have, which can do 336.2dmg/36s, but then if they can shoot it down with 2 PD shoots which shoots every 3rd seconds, then will it ever hit anything?
And what's the deal with these mounted weapons I don't get this part either. Anything that is not PD looks so weak I don't even know why is it even an option?
I also have a lancer design which uses Spinal Siege Coiler Mk2 - never built it tho, because it costs like 180w, 1.8kv, 2.2kbm, 400nm, and 420 uranium. while in the same time I could make like 10 destroyers from that price. I'm not at endgame yet, more like middle game maybe, so there are smaller fleets. I'm playing on normal - since it's my first game.
So isn't it cheaper just to swarm them, maybe kamikaze 1 destroyer or corvette into some big expensive ship, than building these big ships, that costs a lot and I'm not even sure if they could make that much more dmg. Cuz these are these bigger version of nose weapons too, but most of them make laughable damage or PD can take them out the projectiles very easily isn't it? How does this part work? I don't wanna invest 20-50k resources into a big fleet just to learn that it was totally useless.
And what if I swarm with these small ships from the sides where there is barely any armor? Cuz I'm pretty sure I won't have a change against the alien fleets if I attack head on. I have like 4-5k fleet power, while they have a total of 35k or so. Or it's how it should be done?
These are all really good infos btw.
However, I'm not certain that the 750 kg number is correct for this purpose, because that's the ammo mass, not the warhead mass, which is less (562.5/600/656.25 for tier 1/2/3). You can find the exact numbers used in TIMagneticGunTemplate.ini
960cm UV Phasers* and Siege Coils Mk3 have enough punch to deal even with heaviest armor.
*Well, lasers aren't able to cut through super thick frontal armort so current meta is mixing them with a few Siege Coils (or Heavy Coil Batteries on Titan). Lasers main advantage that anything trying to flank you will die instantly (as 960cm UV Phasers easily penetrate side armor at max range).
SOME additional info would be shown once you're do right mouse click on weapon tab ("magnetic", "laser", "missiles" and etc) in ship designer.
It is pretty straightforward to back calculate the warhead mass using the kinetic energy of the projectile (given in MJ under damage) & the muzzle velocity. It is also listed in the .json files in the \templates folder.
As for number of pd shots taken to drop a incoming magnetic projectile, it is 1kg of warhead neutralized for every 2 MJ of the pd shot (or, equivalently, 10kg for every point of damage on the pd shot). Alien pd lasers hit for 64MJ a shot, so they neutralize 32kg of warhead with each hit.
Additionally, missile combat allows you to fight much earlier so the aliens don't have large fleets even in the late game - I've never had to fight (outside of Skirmish) using more than 25 missile ships and my standard late-game antimatter combat fleets in the current experimental branch (on standard Brutal) have 7 Monitors and 8 Escorts showing clearly that currently larger ships are a worse option.
Just mix HCB titans with extra PD titans (due to increased danger from alien missiles).