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previous discussions about ship designs:
https://steamcommunity.com/app/281990/discussions/0/4633736292852635435/
https://steamcommunity.com/app/281990/discussions/0/597388908982998165/
personally, i prefer battleships with tachyon lance and kinetic artillery in all other slots
possible design with arc emitter + hangars + missiles
If you fleets are vastly superior to your enemy, replace the front section with a spinal mount and use arc emitters. I would not use X-slots if your enemy is relatively equal to you, however. Due to how they were changed in 3.6, they'll usually only fire a single time per battle. And especially since the AI loves to use a disproportionate number of corvettes, this makes X-slots highly inefficient outside that first volley.
I dedicate my battlesships to X slots and strike craft complimenting with missiles in the remaining slots.
Every fleet is mostly battleships, but I add a screen of cruisers with missiles, torpedos, and neutron launchers. Why? Missiles are great, as said above, but I run out of slots on my battleships, so I put some more on cruisers. But also, the multiplier that torps and NL's have against large ships makes them very powerful: they deliver lots of hurt especially to "One Giant Thing," like a leviathan (they seem to outperform even the X slot weapons).
On the wings of this kind of armada I add a couple other fleets with only arc, cloud lightening, and disrupters (hull attackers). I've tried entire armadas with only hull attackers but they don't have the staying power: they die, retreat, etc. I think it is because they are shorter ranged weapons, but that's a guess. So I combine them with the other kinds of fleets explained above and they do very well.
I find this layout to be powerful combo.
2)you better not combine full penetration weapons/fleets with others - thats ineffective
(x-slot arc emitter + hangars battleships may be exception)
if you use some full penetration wapons(or ships/fleets)+not penetration weapons(or ships/fleets) you destroy armor/shields and hulls at the same time, but it would be faster if you make all ships attack together armor/shileds OR hull
need to be tested though
also i used to have a problem with strike craft battleships wih carrier CC - ships kept fighting too close, instead of flying away and trying to keep long distance
probably caused by "preferable MEDIAN weapon range" and all those P-slot weapons
did devs fixed it, do you know?
Well, might as well go cruisers in general, as it's a much more rounded ship type. Whirlwind front + back, hangar in the middle + Artillery Computer gives you a ship that has barely any weaknesses and will just kite pretty much any AI fleet to death. Or even all Whirlwind if you're feeling lucky.
Battleships are still nice for their alpha strike potential, but that only really comes into full force when you're already ahead by a lot. Kinetic Artillery + Arc Emitter/Tachyon Lance (both work) is the go-to here.
Eh, in my experience battleships designed the way I described tend to outperform cruisers in the same role. Not by a whole lot, but enough that I prefer battleships for it.
Against an enemy they're faster than, they should be able to do this. Problem is, against the typical AI fleet that has 90 corvettes, that ain't happening.
I remember back shortly after 3.6, I could design fleets where a screen of cruisers or corvettes actually performed their function, with the battleships sitting back and firing artillery weapons. But that didn't last long, that strategy was dead at least by 3.9, might have been sooner, don't remember exactly.
They have fewer total hit points per fleet power, less evasion, less speed (which is bad both, on the map as well as for kiting in combat), and the same amount of weapons except for the fact that they bring an additional hangar module whereas 2 Cruisers bring 4 additional Point Defense slots.
They eat more damage from Torpedos, soak less Overkill damage because of their larger per-ship hitpool and have less evasion (although that's irrelavant in the late game, as base tracking will negate both). They also require more tech.
The main advantage they have is that an additional hangar module is great against smaller ships, but the AI will generally not field that many small ships later in the game.
I mean, yeah, theoretically, I agree with you, cruisers have better stats per resource/naval capacity and are less vulnerable to torpedoes. It's just that in practice, I've seen better results from battleships against the AI. Though battleships do tend to have more speed when using whirlwind missiles, as the broadside battleship stern has 3 A-slots, as opposed to the 2 for the broadside stern for cruisers, giving them an additional afterburner.