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i'd put maybe 2-3 shields and fill other slots with armor
depends on enemy, i mostly use Subspace Snare to increase losses
Dampener best probably against some normal empire heavy on shields
weak agains fallen empires and useless agaisn strong multiplier crisis
for crisis use Quantum Destabilizer
FEs have already bigger bonus for their shields than those 20% penalty
and strong crisis have HUGE bonuses for shields and damage, while having base fire rate
i made my titan to conist of carrier combat role with 4 shields and all armor, 2 reactive armor and shield hardener, with a focus on all X-Ray lazers and titan beam, Is this a good one?
best utility componetes for artillery ships in my opinion - Auxiliary Fire-Control or Enigmatic Decoder, to increase their accuracy and/or tracking
T-weapon and L-weapons do not even have base accuracy at 100, and 0 tracking, while having great damage output, making misses more impactful and being weaker against evasive ships
shield hardener is excessive if you have less shields than armor, those shields best usage - protect ship from few first energy weapons' shots with reduced damage
armor hardening is more useful in that case, but there are only few rare weapons, that penetrate armor, so you better be sure enemy uses them if you spend utility slots on it
best source of hardening available only for individualist empires - Genius Armorer destiny trait on one or two commanders in your council
you can put 1 Regenerative Hull Tissue on all your ships so they can repair themselves on the enemy territory between battles during wars
and Afterburners can be useful for/against kiting enemies
I normally split the armor and shields half and half, unless I'm very certain the enemy empire has a crazy strong preference for kinetic or energy, and then I adjust. But by this point in the game, if you go to war with one empire, usually they have two or three friends. And if the target empire is big on kinetics, their friend comes to their aid but with an energy weapon preference. I never use the extra shield or armor components for this same reason: they're very good if you are certain ALL the enemy ships are coming in with a heavy preference for a weapon type, but if you'll get a mix, the armor component (e.g. hardening) won't help you much with energy-weapon enemy fleets. So I find a 50/50 balance shields/armor works fine on a Titan, and very rarely have I ever lost one in battle.
While I normally prefer plasma, Laser here is best. I put on an artillery computer and kinetic batteries, but always one autocannon and one laser for anything that might come close. a large plasma has a MINIMUM range, so it can't hit close stuff; the laser still has a zero-to-long-distance range, so it can shoot at anything.
1)each armor slot has more points than shield
2)for hardening - you can fill all slots with armor and add strong hardening, while you can't fill all slots with shields(not enough reactor power)
3)armor is vulnerable only to common energy weapons, disruptors and arc emitters and for some crisis
also strongest anti-armor artillery weapon - neutron launcher, was heavily nerfed after 3.6
while shields are vulnerable to kinetic, disruptors and arc emitters, strike craft, missiles, torpedos and some crisis
AIs often use missiles, torpedos, strike craft
and they absolutely love autocannons
Then I can use Archaeo-tech without bothering about losing a titan.
I build "melee titans": Ruination Glare, Stormfire autocannons
Subspace Snare (duh)
For defenses:
-5 Suspension Fields (90% hardening, 100% if you're psionic)
-7 Pulse Armour, substitute Neutronium if you don't have dark matter reactors.
it will cost you 200 minor artifacts to build one.
Ruination Glare deletes entire fleets.
pretty sure you can allow yourself to build those even without MA Dyson Swarm