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Oddly, i have +1400 hours on FTD and i cannot yet find a way to play it without turning all my designs to meta bricks armed with particle cannons
If you did that, please lower the settings to at least normal, or even easy.
If you set HQ spawn rate low, you can choose when you are going to fight most of the time and should be prepared for the fights you pick.
AoTE is also meant for the player to have larger fleets than QfN (neter campaign). Bring 6-10 tanks or more to a battle. Build specialty tanks, maybe some that are heavy targets in the front and more glass cannons to flank or behind. Bring Rapid fire Tanks, Bring HEAT tanks, Bring AA tanks, Bring missle tanks, and put them where they will be best.
Sure, you might lose a few tanks, but your supposed too.
Build one MBT type
Build one fast af bomber type
Build one cruise missile light tank type
Spam them
I might give ashes a try again.
I toyed around in the vehicle mode for quite a few hours just designing vehicles and structures within the 2k limit, in case I do try to make an attempt at Ashes of the Empire myself.
Advanced Cannons that rely on multiple barrels is handy from what I have seen in videos, making up for the lack of big guns with sheer volume of fire.
I would suggest watching some lets play videos on YouTube, like Lathrix's playthough for Ashes of the Empire, to get some ideas of how to keep the vehicle size down. (Lathrix' YouTube channel name is Lathland)
Which of course includes, as already suggested, to build specialized vehicles.
I saw one way to get around the 2k limit on what I think was one of Lathrix's videos.
Using sub-vehicles.
Build a vehicle that has a flat top and has an internal 1 axis turret with a dock facing upward (and I think also a vehicle spawner and a missile controller so the turret has a 'weapon' to aim).
The main vehicle itself has no real weapons, just detection systems, and the LWC controlling the turret block. Although it could probably mount a few smaller fixed weapons, maybe VLS missiles?
Then there is a sub-vehicle that has no propulsion, but it is designed to look like a turret, with its own mainframe and detection systems, has weapons and even its own turrets. The dock is set so the 'turret' sub-vehicle is just barely above the top of the main vehicle.
Both the vehicle and the sub vehicle have LWCs and Mainframe cards set for identical settings for range to engage, target priorities, etc, so the sub-vehicle will be tracking and attacking the same target the main vehicle turret is trying to aim at.
That way you got 2k for the main vehicle, which has much of the stuff for power and fuel, and 2k for the 'turret' sub-vehicle, which has much of the weapons and ammo.
The video I saw was one I watched months ago, so I may not remember all the details right, but it's the general idea/concept that counts.
Yeah, building for 2k is a PITA, when myself and the others who build for the campaign were designing the normal faction tanks (not the elites/HQs) trying to hit around the 2k mark was hard. Kept building too big and having to scrap a project, or building too small and using a design till we came up with something better that hit close to the 2k mark.
For example, the existing SS missile tank "Nebel" turned out smaller than prefered, but in the next update its been rebuilt to be around 1800k volume.