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There are three reliable ways you can go about this. All start with you turning sharply (up to 180°) and boosting hard away from the entire enemy swarm OR boosting through it in some way to the other side (more risky), stringing the enemy out behind you. Once you're 2500-3000+ range away, you get to make a choice:
Note: Only launch your own SCs if specified.
Note: This is probably the most effective way to use SCs in any situation.
This can cost you some resources (to repair/replace SCs) AND depends on having at least moderately strong, large strike craft, or they'll simply vaporize too easily. If you keep on your toes with Rally point placement, however, it's also effective. Like method 1, you'll also see many blueprint drops.
This method is extremely effective, if you want to speed up engagements (since the motherships never get to reinforce their swarm) but requires the fastest build of all these methods. You will also see many fewer blueprint drops, on average, because you're killing the enemy motherships before they can reinforce any losses.
You can, of course, combine these methods, and I often do, but they each work on their own ^^'. It will also help a great deal, overall, to strongly emphasize speed/turn rate and shields when building your mothership, closely followed by armor (rams are fun AND good finishers). Don't worry about HP at all, and capacitor stats aren't much of an issue, either.
no chance bye endgame :(
At that level, i would actually use 2 large parts with miniguns on them.
It's aslo very good when attacking a zombie hive, w/o miniguns it's easy to get overrun by missiles and the drones.
You can have a wingmen to even the odds you know? Provided you made your own faction.
You might be saying : *But i get less exp and parts!*
And to that i respond : It's better to have a chance to win that NOT have a chance to win, high rewards don't matter if you cannot get them, don't be greedy.
Just make sure you give them a bit of rez so they can keep up with you, once they get too weak/destroyed just pick someone esle.
Example: When attacking a Zombie starbase, if you have enough agility, you can just fly around them in a constant circle (boosting every so often) w/o taking much, if any damage. With enough defenses, you'll pop nearly all of their missiles/Warheads in their own face, as well.
Mini Guns ARE best in the rear, but frankly, their drastically limited range and inferior turret FoV greatly lowers their overall utility, in my eyes. That said, they're also not worthless and should work much better for melee builds, so YMMV of course.
Last, re: wingmen: Honestly, friendly AI mostly *gets in the way*. The biggest service they provide is taking up one enemy slot, so it's never 3-1 against you; otherwise... Meh. They CAN be useful, sure, but I greatly prefer not annoying the heck out of myself and weakening my factionmate so badly; making them a wingman nearly always greatly weakens that captain's overall growth, even when micromanaged properly (which most folks probably don't do ^^').
Note: The methods I outlined earlier DO work, even on "Insane", I promise (because I use them =) ).
Also, mass drivers purpose is to kill large ships, not strikecrafts, so it's working has intended.
Also agree with him on speed, dont skimp on engines or stringing them out just wont work. Some things also dont adapt well to the range of your build if you go with snipers/mass drivers. You can pretty much park at your range at some bases and just fire away with impunity.
My last game I had a large sniper wing up front on each side, mass drivers on nose and tail another large sniper / mass driver on left and on right a couple bomber hangars and it just mowed everything a little too easily to be honest.
Having a hard time not rebuilding that same ship as i try to have a different feel in my current game.
Health: 382.8*
Armor: 277.2*
Shield: 287*
Turn Rate: 26
Thrust: 60
Reactor: 774 <- A Hammerhead with these stats will *hurt you*.
Capacitor: 446 <- ^^^
100% Damage bonus!
*Remember, your onscreen gauges multiply these numbers by 100.
So "weak shields" is pretty relative; those aren't bad stats for an early-midgame mothership! And if you multiply that by 12, from 3 high-level Zombies, on "Expert" or "Insane"... Well, let's just say you may change your tune a bit *cough*.
Motherships aren't what make 3:1 Zombie battles take so long, ya know; those evaporate pretty readily, if you build and fly reasonably well, but strike craft can drag out battles tediously at best, and swarm you to a rapid, brutal death at worst. This is only exacerbated if you tend to make...er..."porky" builds. If you have less than 150 speed or so, you're going to have serious issues, especially late-game on higher difficulties, and bad turn rates also don't help one bit.
There's more than one reason literally *every single one* of my late-game builds directly outflies strike craft, even without using boost ^^'. Not only is this obviously useful defensively, it lets you kite enemies, choose combat on your terms, and chase down and murder strike craft. Enough agility, and even weapons that normally have issues can nail SCs with ease, as you fly right up to them at your leisure...
I see, I am not refuting what you say but I will say that is just bloody confusing ... I read a dev post that stated armor on ship parts is hitpoints that need to be reduced before the part flies off, hull hitpoints on a part feeds into the total hitpoints of your ship; you can't take down hull hitpoints until a subcore is exposed.
Soo, the armor stat on strike craft does not work consistently in the same way it does on ship parts.. bad. Sounds like it either reduces hull damage the strike craft takes by some unknown amount or acts as initial hitpoints that is affected by different weapon types than the hull hitpoints of the strike craft. In any case a pair of gravity missiles followed by an explosive torpedo is pretty effective from my experience in taking out strike craft.