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Are you playing it or just want to know?
-Upgrade your healer's engine so you can get the most out of her.
-Save scumming, if that's within the bearing of your moral compass. (save/reload at the end of every turn, or every shot)
-Area of Effect is a necessity. MIRV and vanguard cannon upgrade reduce the difficulty dramatically.
trust me.... space whale is too much RNG to handle, better tell yourself "I'm a loyal and dedicated fan!!" and just cheat your way out
oh, and I'm a loyal and dedicated fan!!!
and I'm sure you're great at parties, keep it up!
should i make it more 'obvious' that its a joke? what else you want me to share? MIRV torpedos and danchou cannon?
I used the following to beat space whales
BlackJack - Laser nuker, flak support, keep close to Palladin for flak and hit soft targets, remove upgrades from all fields aside from laser cost, laser damage and reactor (mine can hit 3 times in 1 turn). when you get awaken, always start with awaken. (lower end priority of the riders)
Liberty - heal and disable, keep close to paladin and blackjack and get as many units in the shielding area. start the battle with aim up dps units and disable if you have more battleships than you can handle. use flak off and shield down as required. remove all upgrades from weapons and armor and put everything to reactor, (you can leave shielding alone) aim to have 140 en (2 heals , 1 heal and 1 disable/support and other combinations).
Phoenix - anti rider , hit and run, flak suppport, if you got power to engines this works best, upgrade all weapon costs and reactors (mine can do 5 assaults or 3 slashes and 1 assault in a turn). hit as much as you can, works well in tandem with gravity guns, I used it together with the mining frigates and gunboats to pick off dead ships or ryders.
Bianca - melee support / damage up / restore, remove all upgrades to health, weapon and armor (rarely gets any aggrro) and put 1 upgrade to shield range and 1 to shield strength, reactor should be left at 120. main role is to use 2 attack ups to your dps units (seraphim, sunrider, blackjack, battleship). or pull mooks to phoenix for free counter and slash radius. restore when necessary.
Palladin - tank, anti battle ship, keep upgrades balanced, most important is being able to use sentinel and attack with kinetics in one turn, upgraded reactor to 115, mine can fire 2 times and 1 missle in 1 turn. always reserve last hits ship kills for palladin ( sentinel only quadruples hate, if the unit didnt kill anything its hate will be at 0, kill at least 2 to make sure everyone starts killing the palladin. this unit will be your center, if done properly it will tank everything for you, with a flak screen using the sunrider, phoenix , blackjack, the cruisers the union and alliance battleships and the 4 gunboarts. and shielded by the bianca (45), liberty (45) and sunrider (20), and getting to about 80 armor per sentinel, the palladin can tank most rounds wthout issue. (bring down capital ships as their kinetics can still kill the palladin in 2 hits in space whales.
Seraphim - anti support, anti battle ship, anti missle. should always receive the 1st attack up from bianca plus full forward and awaken if you can manage, can kill anything short of a capital ship in 1 shot. remove most upgrades from the sunrider at the start and pour them into the seraphim, you need her to be able to shoot twice in 1 round. (140 en 69 cost per shot). hit supports, near death battle ships and missle frigrates. your go to killing unit.
Sunrider - anti ship, aoe control, missle strafing. should remove all upgrades from lasers, put everything in kinectics, missles and the shield upgrade. mine had a life of 2200, can shoot 2 kinectics in one turn. keeping the missle upgrades carries them to torpedoes. my torpodeos had a fix damage of 1995, with full forward and damage up this goes up to around 2400, but since this is space whales the damage you get is only around 1200 (capital ships with 40 armor). hit ships, have the liberty disable or flak off a lone ship and shoot it down with missles you can get a realistic damage of around 500 per salvo, number varies based on armor left. but in front of palladin for shielding and flak. have bianca and the mining battleship pull units together and save scrum till the torpedoes hit. note that the base damage will only reflect on the center target, side targets only have around 900 damage. never shoot torpedoes for less 4 targets with 2 of those being capital ships.
buy all mercenaries + summon battleship command.
Cera gunboats - anti rider , use suppresion fire on mooks, frigates, archadius and strafe them till they die. put 4 in front of the palladin for flak
Mining frigates - shield debuffer, anti ship. use 1 shield down each and put them all in the same target, (ships mostly) rendering that units shield useless, focus fire on ships or mooks which ever you think you can kill in the round, range works great with sola and asaga.
Aliance cruiser - anti ship, position 1 space away from top and bottom of palladin (has 2 squares of flak), focus fire on ships
Union battleship - Gravity tower, has horrible accuracy, usually save scrum just to hit something, much better to pull ships closer to the sunrider, phoenix or the alliance battleship, everyone benefits from a closer target.
Ryuvian Phoenix - anti ship, focus fire on ships, aim to always use kinetics pulse are useless on ships.
Alliance battleship - ship killer, summon at start of turn at edge of deployment squares, to benefit from full foward. give 2nd damage up and aim to always use the big @ss cannon (120 en cannon) can reduce all capital ships to 25% hp in one shot, tandem with the aliance cruisers and you basicially can take out 1 capital ship per turn, in front of formation for flak, use missles as necessary.
start battles with full forward, and full power to engines, kill as much as you can in the 1st round, as the game has reinforcements for almost all battles, you will get overwhemed if you leave to many standing by the 1st rounds end. the mercenaries alone can kill alot if focused to fire on one target, get the mirv torpedoes 1st and fore most, sell the wishwall at the start, (who needs cosette anyway) and work on getting as much killed on the 1st round as possible. offense is the best defence. cheers captain, give them hell.