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my fleets are:
40 corvettes(interceptor) - 1 plasma, 2 autocannon, 1 shield, 2 armor and afterburners
20 destroyers - 2 laser(1m 1s), 2 mass driver(1m 1s), even split of armor/shield
10 cruisers - even mix of laser and mass driver(broadside parts), even split armor/shield
8 battleship - particle lance and kinetic artillery, even on armor/shield
1 titan - basically the same as battleship setup
is it ideal, who knows, is it perfect, i doubt it but it works for me. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested
Specializing damage types give the best results. As for ship hulls, it depends on the time period. Early game, tracking is low, corvettes work wonderful in harassing enemy fleets without getting killed while the big guns blast holes in the enemy but late game, tracking makes even the 90% evasion unable to avoid damage, so tough ships like battleships become more important.
Just inset ship where it says person . Now....if they could just get carriers working like they are supposed to.....invasion armies need love / close air support too................
Maybe its the auto-designer but I have noticed that filling a stack with destroyers or even some cruisers you just get less power per stack and they aren't more effective in combat by any means. Plus losses will be higher which requires you to replenish them constsantly. If I lose 1/20 battleships after a difficult fight that stack just needs to repair real quick and then is back in the fight w/o needing to wait for replenishments.
There also isn't really any significant reason to use destroyers or cruisers into late-game. Destroyers' main advantage is to be anti-corvette and anti-cruiser, but your corvettes can do the anti-corvette job just fine, and your battleships can do the anti-cruiser role. Likewise, cruisers are anti-destroyer and anti-battleship, but your corvettes can do the anti-destroyer and your battleships can do the anti-battleship.
But the main reason why mixed ships isn't ideal is just because by far the best approach is to kill your enemy before they can fire back - and having pure battleships just does that better.
If the AI were running a pure corvette fleet, sure, you wouldn't want to be running battleships, because you'd miss too often. But since the AI does mixed fleets, your battleships will simply wipe theirs out, along with their cruisers, which will leave them at half strength - at which point it's easy enough to force the rest out.
And so in late-game I pretty much run only battleships, with maybe one or two corvette fleets for fast response.
Usually built with an autocannon, and a missile.
Where the corvette fleets fail is when you're up against the endgame crisis on higher crisis-strength games.
The problem is that the crisis fleet respawn is too fast for you to fight a war of attrition. Your only real chance of winning is to have fights where you simply don't lose any ships - and to accomplish that, you can't use corvettes.
With corvette fleets, even though you'll probably win, you'll end up losing a chunk of them each time, and constantly have to reinforce them. With battleships, you'll kill them without suffering any losses, if you have enough ships.
If it's a general combat fleet, a mix is fine. However, I think specialized fleets have their place.
Interceptor fleets require specialized corvettes only. These are your tacklers. Cheap and fast. They can engage while your main fleet catches up.
Multiple interceptor fleets can be used with high disengage chance to harass much larger/costlier fleets. If you have 3 tackler fleets, you can do some really consistent hit and run tactics.
Separate specialized fleets can engage together to create the benefits of a mixed fleet for the most part. The plus here is that after the fight, they're still separated into their specific fleets.
Because the autodesign slaps in point defence guns. Lower power per gun.
For example small weapons favor kinetic anti-hull, and larger favor anti-armor anti-hull.
I mean, that's not really true. Small weapons have all three options - for the even mix you have lasers and coilguns, for the anti-hull you have plasma and autocannon, and for the straight-to-hull you have disruptors. Large weapons have the same mix - you have lasers and coilguns for even mix, you have neutron / kinetic battery for the anti-hull, and you have arc emitters and cloud lightning for the straight-to-hull.