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Placing armour on corvettes and Destroyers is a waste of a slot. (destroyers are a waste of minerals unless you plan on using them as flak batteries for the preythorn's strike craft otherwise you be better of just sticking a flak battery on a cruiser and be done with it.)
Anyways...
The "general concept" for each ship is to only place shields on corvettes and destroyers due to their low health(hull) points. And armour on cruisers and battleships given their size(harder to evade) and high(er) health[hull] points.
Know here i am going to "try" to be a bit more specific on what i am saying and why, but note i am not stating that this is the "God setup" or something...(meaning feel free to question)
If i recall correctly Shields are used to Negate damage while armour is used to "tank" damage.
Note: torpedos ignore shields completly and (unless their energy torpedos) can only be shot down by point defense/flak or strike craft. Armour is meant to be used on your heavy ships so they can soak up the damage before the ships hull begins to do so.
I will start with the general "roles" each ship has and why its better to slap shields/armour than armour/shields on said ship.
Corvettes - the early game lifeline of your new born empire. It determines how long/far your banner will spread across the galaxy (until cruisers and battleships come into play)
Their main advantage is their evasion (which was nerfed in one of the first patches of the game for it was too "effective" or something along the lines) dodging incoming enemy fire. However once it gets hit *bam either 1/3 of its health is gone or its pretty much the next one going down.
And the only thing that will protect its health pool are the shields.
Once destroyers and cruisers come into play they are pretty much just used as cannon fodder until your larger ships can come and do some real fireworks. However it doesnt mean their usefulness has ended they can still be effective by simply slapping a torpedo tube on it. helps them do some damage agaisnt their much larger varients.
Destroyers - The corvette killer (until you unlock cruisers) or the PD ships (until you unlock flak you can simply put on a cruiser and or battleship your playstyle). Destroyers are kinda of in an "intersting postion" (being civil) they don't have enough health to make effective use of armour and they are really only usable in providing point defense against any empire that uses missiles until you unlock flak batteries in which their roles become rather pointless since your cruisers can fill that role rather nicely.
Thats not to say they aren't completly without use.
As i mentioned before when dealing with the preythoryn scourge (end game crisis).
What gives the scourge their "strengh" or at least a good portion of it would be their strike craft. which is basically a very ugly bomber but hard hitting none the less. Given that they been buffed ( and the complains i am seeing here about "scourge to OP, paradox does it again! Thanks Martin!" ) I would have to guess that their main trouble would be the strike craft would be the cause of their complaints (or it would be those who just got the game) anyways.
What i am saying is that having a good amount of Flak to take down those strike craft is a must!. And having a destroyer line with flak will do you good.
Before i get into battleships & cruisers i should explain how armor works.
Note i am not to sure how to explain this so i hope someone with a better understanding helps here.
The amout of armour one can put on a ship is determined by the armour rating and the percentage.
The armour rating will determine how much armour one can put on a ship before you simply begin to waste slots. If i recall And armour rating of 150 or 160 is the amount one would stop at due to that being the "limit" in which armour will be at its max. Meaning any more added armour is just a waste of a slot.
Cruisers and Battleships - the ships everyone wants to see flying big bulky, all guns more gun. But not very good at evading so they are prone to take a beating and thats were armour comes in to play. Armour is how to say like a "second health pool" of the sorts the armour percentage is a way to describe how much of an "increased health pool" the ship will have so it can take a beating. and given that cruisers and battleships will always take a beating its recommended to place armour on them rather than shields although having a shield or two on them won't hurt (will provide some protection really heh.).
How much you place and where is up to you and your situation. For starters if your opponent is using mainly energy weapons (lasers, plasma ect) use more shields. Kinetic? mour armour!
missiles? well use point defense and their really well pointless and not worth it really specially mid-late game where everyone has something to shoot missiles down.
Theirs alot of things to consider but i just stated what i can "consider" basics (my knowledge :P). So feel free to ask any further questions.
Imo it's great that there are people taking their time to do such awesome long explainations for free. Not sure why there always has to be a brat like you being negative about it.
That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity.
So if you are building a shield heavy ship, put the power plants in the Large/medium slots and the shields in the small slots. This will increase your ships survivability quite a lot if you have enough slots. If you research capacitors, don't put more than one on your ship as they are redundant.
Armor placement only matters if you are trying to maximize slot space. If you are trying to maximize armor, don't worry about it. If you want as much armor as you can get and have slots left over, start Large and work down. If you get crystal armor, they do stack. Crystal armor is great for battleships, mediocre for cruisers, useless for destroyers and corvettes. Regenerative tissue stacks, but it isn't fast enough to make a difference in combat.
The one thing i forgot to answer...
I have brought shame upon myself!
I must commit sudoku!
I am noob, so I normally put my shields in the big slots because more shield = less damage being taken? Is this not the case? Or are there some game mechanics I don't know of?
Actually you are correct that a bigger slot provides more shield-power then a small slot, what he ment ist that:
If you have a shield-capacitor (special system that recharges shields) that works better if the shield-power is stretched out over more small slots.
So having the same COMBINED amont of shield-strength in several small slots that you could put in one big slot is better (IF you have a shield-capacitor). He explains the math for that in his second paragraph
To give an example. The Hyper Shields (final non special shield type) has the following breakdown...
So as you can see. Two small shields give equivalent shield as 1 medium shield, but give 1.6 more regen per day. Meanwhile 2 medium shields give the same shield as 1 large shield, but give 3.6 more regen per day.
Default speed is 1 second = 1 day.