Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They're only used in convoy defence missions. It just shows you their stats and upgrades you can put on them.
I went with the asteriod upgrade since that means they can go in a direct line top to bottom without any terrain threats; and asteriodes are a threat to other ships. Other than that anything that gives a speed boost.
Basically make them fast - hull is nice as are shields; but in general they want to be moving fast; any battles should be dealt with by your battleships.
In campaign, you can play around a lot more. I used to put 2 shield buffs, and the macro range upgrade. Now I just use the 25% shield upgrade and get the range and accuracy buffs on the macors.
Every shot certainly helps; but honestly they should be focusing on staying alive through health not through damage output
But the AI... Except for the very first convoy mission, I have never had a transport in any danger. Most convoy missions the transports don't even lose shields. And 6 transports to have a nice combined DPS, which can finish off escorts and light cruisers. They have turrets, not broadsides, so they don't even need to move.
- Base speed
- Combustion gauge efficiency or non-revealing special manouvers
- Asteroid-negating shields
As Chaos, special maneuvre not revealing ship, double running silent duration and +25% AAF gauge.