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Alternatively, 2ac+PD on corvettes. Battleships, tachyon lance and strike craft. This is the reason i carry around cloaked frigate assault fleets
Against another player, I'd probably be more concerned about mixing it up or fielding carriers/point defense, as missile/torpedo designs from smaller ships can trade very cost effectively against artillery battleships.
In terms of loadouts, energy and kinetic weapons eat ♥♥♥♥ to disruptors, strike craft, and whirlwind missiles. Yes, you heard that right disruptors and whirlwind missiles are actually good now. But now the meta is high-speed kiting, where you're ships keep a distance and hit the enemy with missiles/strike/craft/arc-emitters. After extensive testing in cheat games, I've found that the best loadouts (again, monofleets) are s-slot missile and swarmer missile destroyers in early game, pure WW missile cruisers mid-game, and arc-emitter/hanger bay/WW missile Battleships in the late game.
So the meta is still pretty much just as rigid as it used to be, just different.
Early game combats, yes.
Don't even try against GA FE or x10-x25 crisis - missiles are both hit HARD by repeatables (once enemy have enough +energy damage it PD will one-shot missiles turning them into crap weapon) and don't capable to deal proper alpha strike.
Strike craft will hold much longer (you need really crazy bonuses to one-shot them by PD) but still vulnerable to alpha strike.
Kiting is working to some degree, but when many fleets are involved sometimes your ships will get caught even with incredible speed advantage.
Yes, with some corvettes as fire magnets it's a best "universal" design against AI. Again, not that great vs AE or overbuffed crisis, so expect heavy losses here.
Tachyon lance + KA BB (with 3x enigmatic decoder) with support of NT-cruisers (THAT USING AN OBSOLETE ENGINE AND LINE COMPUTER!!! super important) are pretty murderours to everything but corvettes and much more efficient against x10-25 crisis (of course better to fine-tune their weapons&defenses against exact type crisis). Mixed with carriers they're pretty much universal solution even up to 2500+ date.
this build you use can be easy rekt by armor hardening and armor stack also don't forget about PD, every battleship with carriers use it
Techinically - yes, in early game disruptor corvettes are countered only by mono-missiles corvettes, but AI isn't building them.
In late game mono-corvettes are meh, high casualities, low kill ration (even if they're winning). Really strong enemies usually have strike craft and strike craft will butcher vetes.
I would also add - not very efficient brawler cruisers (they don't synerge well with BB) or battleships (same with cruiser & corvettes & carrier battleships).
I would fix that - either remove artillery battleships (turn them into carrier one) or reduce amount of corvettes & cruisers + remake cruisers into NT-one (again: very important to use Line computer on them AND obsolete thrusters - so they will fire only after battleships in any situation, that will make NT absolutely brutal weapon).
laugh in armor hardening make your disruptors useless
close combat: disruptors, torpedoes, lasers are now OP as well for medium and long, and missiles are op for long range, generally.
best tier is ancient missile swarm, and disruptors
Just add a ram to the front of them(aka heavy armor to the front) and they work fine, low cost.
Especially now that you don't have to waste slots on hardening because admirals.
Torpedoes sure, but frigates don't get to reach anything late game, and die like flies in prolonged combats. Corvettes getting close can be annoying, but with huge dispersed fleets it just means that they get sniped by something else, and evasion caps at 90% which is often not enough to beat top level sensors.
Ideal naval force late game would probably be something like
* A mass of long range battleships
* Some smaller fleets of mobile destroyers or cruisers with whirlwind missiles to raid and counter-raid
* Renewable meatshields of corvettes to delay enemies getting in fistfight range with battleships.
The stronger you are compared to the enemy the less diversity you need to use.
a) Line computer (goal: reduce range of their NT).
b) engine one tier below then BB are using (goal: make them a bit slower then BB).
As result KA will strike first and even a first strike of NT will hit targets without shields :)
That's especially work well if you're using mods that reduce AI usage of corvettes & frigates in late game in favor of bigger ships.