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As for fleet design. I usually go for a mix of artillery bow DDs with spinal mount CVs.
I don't know if that's currently "meta" or not but that's my thoughts on it as an experienced player.
full disruptor destroyers/cruisers - strong, uderrated by enemy and fleet power, but can win most battles easily
cons: close combat, very high chance of enemy ship disengagement, sometimes i have more losses in battles won by me than enemy, and they will return some time later...
full missiles+artillery computer+afterburners destroyers/cruisers, very strong against AI empires, except heavy PD fleets - mostly FE, some crisis and rarely common AI empires
allow to kite enemy ships, having bigger attack range and speed, having very small losses and winiing agaist much stronger fleets - they can be stronger, but if they can't reach you and attack, does it matter?
one special design: destroyers with artillery comuters + archaeo nano-missiles - it can shred any common AI empire fleet, because it has penetration iike disruptors but with bigger damage, range, ability to kite enemy ships and resistance to PD
but it costs a lot of minor artifacts, you can't build much of them, except if you have a lot of MA deposits after digsites, or star with dyson swarm and MA deposit(possible with only message in the bottle digsite)
and the only design i use in late game - artillery battleships with tachyon lance and kinetic artillery
it can destroy anything, not good against high evasion ships, but good against any crisis, FE especially with increased difficulty - x10, x20...
at that multiplicator crisis have huge damage bonuses, shredding through your ships, so i prefer glass canon tactic - research only repeatables for energy and kinetic damage/attack speed, so with increased range from computer, war doctrin(maybe adminrals and juggernaut) i can kiil half of enemy fleet before it can shoot at me for the first time
also artillery battlecruisers have one of the lowest chance for enemy ships to survive and disengage, creating huge losses each battles
and spendng ascension perk for overpiced ship component, that slightly better than tier 5 armor? no thanks
Battleships with focused arc emitter + 2 strike craft + 2 whirlwind missile + 2 afterburners with artillery combat computer.
Disruptor corvettes with an afterburner or dark matter engine and swarm combat computer to get 90% evasion. A single fleet of these can be used to evade tank a superior force while your battleships pound them from range. Especially useful against Undidden and Contingency crisis fleets who don't have many strike craft.
Archaeo-Engineers produce 0.3 MA at base, lets imagine you have +200% pop output, so they produce 0.9 MA per month
there are 5 of them, so together they produce 4.5 MA per month
fleet of 28 battleships with pulse armor costs 1915 MA
your Archaeo-Engineers have to work for 426 months, so you can afford one fleet
and thats without using MA actions, which are definitely better than some minor ship component advantage
btw playing tall makes it worse - less systems owned = less MA deposits from digsites
My storage goes to 3k usually but one game I got it to 5k somehow.
Also 28 battleships??? I only need 10 and a titan. The rest can be destroyers, and who cares what defenses those have (though I can still typically armor them with pulse anyway).
Thanks, what combat computer do i use? Line?