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I don't know if it's just me and all the mods I use to make stellaris playable but did something happen with the fleet power of ships? I can vividly remember having 1k+ strength battleships and now towards end game I can't even get them up to a 1k.
Otherwise, Missles have a big disadvantage, your whole fleet will go for no more then three targets at a time, and all shots fired at those targets are lost in transition when the target explodes before their impact.
The advantage of Lasers and Kinetic weapons is the little timelag between shot fired and impact, and due to the often smaller range, the range of targets engaged is much larger too.
In short, Missles are nice, but to shred shields, use kinetic, to waste Armor, use lasers, and throw in some Torpedoes for good measure, and most of all, keep the new ship roles in mind, Destroyers are supossed to be Corvette killers, and if thats in any way true, dont throw Missles on them, go guns blazing for the fastest effect, missles are best used as long range support in my eyes.
Another thing to keep in mind is rules of engagement. Have ships dedicated to snipe Close range fighters before they engage into close combat, because Corvettes seem to shine the moment they get into close combat, take out as many as you can before then with support vessels, while you have a dedicated ship to tank and dish out close quarter damage at them.
Essentially your strategy wasn't wrong, however, no armor, if the AI even seen one of your ships before that Engagement, it should have switched to Torpedoes whom bypass Shilds, and thus, leave your ships with no defense whatsoever, and trust me, if the AI has the resources, it will go and abuse these weaknesses. Sector AI may be dump, but the AI least considers the Siccor / Stone / Paper system.
A battleship will never outdoe a Corvette the moment Close combat starts. Battleships have been turned into a Long range engagement ship, the moment the Corvette is close, the Battleship turrets are unlikely able to hit due to evade / tracking impass. Long range, you'll pawn them, but once close combat happens, say bye bye to your battleship, even if its just one corvette.
Only Exception being missles, but those focus fire to much, and you need to outfit your Battleship with loads of smaller turrets rather then long range, thus Large turrets..
unfortunately, missiles in this game have always been underpowered because they don't switch target when the current target is destroyed - they just vanish. ships tend to focus fire, so the larger your fleet gets, the more missiles are wasted to overkill.
in your example, chances are that all of your ships were launching a volley at one of theirs. that single ship probably got pulverized, but most of the missiles that were launched at it actually didn't do anything.
i was hoping the devs would fix that in the new patch, but missiles are still as useless as they always were.
conclusion: don't use missiles. ignore that tech branch. it's only good for unlocking the follow up torpedo tech, afterwards stop following that path. if you can salvage torpedoes from another empire, you can work from there and safely skip the rest of the missle tech tree.
in the current game, i think mass drivers are probably the best weapon for the early game. later on, both the kinetic and energy weapon trees have some cool stuff and i guess both are quite viable, but missiles are *really really bad*
Still, Destroyers supposedly kill Corvettes nicely, or was it cruisers ? O-o
Anyway, he has the advantage with lasers simply because by distance alone he'll engage more targets, while your missleboats focus on three targets max,and least one fifth of the missles fired are fired pointlessly when the target blows up and they simply dissapear, by that time, his lasers simply switch target while your boats fire new missles at his boats whom have to fly all the way over first.
only truly usefull missles I been using so far is the torpedo, and just because it ignores shields, they have a slow fire cycle, but they are death to smaller and larger ships alike unless they have pointdefense. the only other advantage of them is that they basically always hit, but ceartain hit against DPS with damage calculated instantly after determining if hit or miss, that amasses a lot of kill potential early on.
But in short, while your first missle hits, and the second travels, and the third is being fired, each of his hits/miss calculations already do or dont deal damage, and by the time you kill three ships, he can kill 5 or more. My Experience anyway, someone might have experienced them differently, I think them more of a support weapon though, not a good starter choice, even if I use them as such too. Honestly though, Lasers or Kinetics are a much better choice earlier on, and AI's i fought that start with missles always pulled the short straw with me using direct fire weapons.
destroyers don't have a (native) property that makes them good at killing corvettes. that role only develops as you unlock battle computers. the destroyer battle computer comes with a bonus to tracking, so a destroyer is better suited to counter the high evasion.
when you use missiles, that ability is irrelevant anyway, since missiles have 70% tracking and 100% accuracy, so they don't need tracking computer aid to hit corvettes.
small lasers and small mass drivers have 60% tracking, so they basically negate the evation bonus of corvettes. medium weapons usually have 30% tracking which is enough to hit destroyers (and larger) somewhat reliably, but corvettes will dodge some of those shots. large mounts have about 15% tracking, so they are unreliable vs. corvettes and somewhat inaccurate vs. destroyers, but will hit cruisers (or larger) most of the time.
and torpedoes have 0%, so their (impressive) "paper dps" is actually reduced by ~60% in practice when shooting them at corvettes, which makes them worse then a pair of small guns you can mount instead (interceptor corvette hull has 3 small, torpedo boat has 1 small 1 torp).
Fleet power indicator is not an accurate estimation of battle outcome (mostly because of torps, btw - they add too large bonus while being easily countered). Corvettes are just too agile for torps; you'll only need them when enemy starts mass-produceing cruisers. With spaceports, unless you have dedicted anti-armor guns, torps should put out good enough damage, but hardly worth sacrificing fleet overall combat effectivness.
Well, you are free to believe whatEVER the heck you want to.
It does not change the fact that you are wrong and that the people you are reffering to are wrong.
As long as you keep weapon size Small. If you put weapon size Large they will suck versus corvettes. Period. And that is the point most people get wrong.
Battle computers are secondary. What matters first and foremost is the weapon size you use, THEN computer AND sensors (which also increase tracking).