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They have an attack range of 3000. So missile and fighter spam with ships set to cautious will reduce losses. Especially with sime ion protection.
They respawn at some rate, so if you can kill them faster than they respawn, eventually it becomes easier to deal with them. And you can camp the rifts with carrier fleets.
I was using a manual fleet of rebuilt hi tech ships to clear out as many as I could, but it still wasnt enough. Thats when I started using fleets of 8 destroyers with missiles and fighters, set to attack, 50% shield and any amor damage. A few fleets spread around the empire. Takes a few years for the automated fleets to make a dent, but pretty soon their numbers are thinned noticeably.
But by that point, other things are happening in the galaxy :)
I appreciate all the changes from the beta.
As for my games themselves... I had two attempts on probably too hard settings for Refugee Fleet. My Sixth Railgun Empire attempts both had really bad luck. I'm going for round 3 today after work~
I flew about 800 million units before i colonized. Was a nice big and high suitability world. I ignored all the other planets i found that were less than 30 suitability.
Ended up between a boskaran and a dhayut. So i played like a pirate from DWU, just smacked the boskarans with a couple of ships and kept them from getting research stations, and bleeding their caslon.
Was still close when i had to fight a two front war against both of them, but it was a fun challenge.
A single hit of it's beam not only have ~3k range but also cut through 24 Ion Defense like it nothing (dealing ~10 Ion Damage), chewing ~300 shield points, dealing 32 raw armor damage and destroying some internals alltogether.
Together with extreme limits on defense slots for stations it's basically a hard counter to them.
Sure, it's somewhat fun to fight those ... once. Next game I guess just cheese my stations being naked & having more constructor ships to rebuild.
After it they're spreading and attacking your station all around as 1vs1 or 2vs1.
Defensive bases are not a solution here (expensive), for anything, but probable super-luxury mining places.
It's just a huge "whack-a-mole" for a quite long time. And my main issue here that Striders dealing both a huge damage (much higher then endgame beams lol) at max range, bypassing shields and armor AND having a huge EMP damage factor. Due to last one they're usually kill a station with Thalassos shields in 3 hits.
As for the "general initial approach", I admit I did this on the easiest settings, but if you have a MASSIVE fleet (we're talking 30 to 60 destroyers or battlecruisers), you can just have them hold at each rift within your borders to totally contain the situation (I have 2 of 4 rifts, and those 2 were all I could do without spreading too thin). At the same time, you can spam mining and monitoring stations...they MAY take out the striders by themselves, but even then there's an attrition to it, but the stations aren't mean to wholesale stop the invasion post-first-wave, just bog them down to prevent the "whack-a-mole" problem: they won't jump/warp/hyperspace if they're too busy shooting 6 or 12 relatively expendable stations.
It was on default setting for Shakturi arrival and was triggered waaaay to early (basically the best I'd were advanced destroyers).
Plus it's super annoying to have your mines destroyed as AI don't bother to rebuilding them automatically (seriously devs, Factorio and DSP do exist, you know it?).
You might check the load on your construction ships. Striders take them out and you may have to replenish. If facility construction is auto, AI does rebuild, if shortage. Otherwise it may consider construction not a priority.
It's a very basic QoL feature that long ago was introduced by base builder games like Factorio & DSP.