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then during the battle i would make use of the tactical mode by pressing space bar i think and select most of the fleet every now and then (1 by 1, it takes a little while) and use their actives depending on the situation
so if a frigate was <80% hp, i would use the shield regen active, as well as armour active and rapid repair. you could space the actives out much better than what i did and use them much more effectively but it's what i done.
through trial and error, i found out that targeting the big ships first would always cause me to lose really, so selecting an enemy figher/gunship (usually by pressing t) and pressing ctrl+a for all my fleet to attack, giving it 1 or 2 seconds (don't always wait until the enemy figher/gunship reaches 0% health, projectiles and missiles take a little time to travel so I predicted when they would be dead) and then selecting another small target. eventually when there's a few left i target some of the big targets and it worked for me in the end. there's most definitely better ways but it worked for me so there's my 2 cents
more importantly i suppose, bring some ships that have big guns which focus on larger ships
i don't remember all of the mission so if this mission was a simple scout one where you have to survive a little scouting mission against ridiculous odds, then oopsie, but if that is the case then what i done was i sent my whole fleet in front of me to the objective first then gravity drived/boosted my way there using them as bait, mean but worked for me in the end
oh and also, if the mission lets you bring 15 fighters for example, bring 15 and not a single one less
good luck
A combination of bringing good fighters/gunships and as said above outfitting all of them as if I was in them (within reason, I’ll buy the cheaper upgrade slots on my fighters and gunships but not the very expensive second set)
For fighters I’ve used the Interceptors with maneuvering upgrades, Refire rate and ammo capacity upgrades, active anti fighter missile.
Gunships, I’ve liked the raider over most others, high health, solid armor once upgraded, the bulldog is good, but it does its damage in loooots of small burts, so armor cuts it down to nearly no damage, the raider has more bite to larger craft. missiles, rapid repair and armor, and ability recharge to double up.
for the larger ships the abilities stay mostly the same, missiles, shield, armor, repair, and ability recharge are go tos.
For destroyers and up I start adding in at least 1 tractor beam on my heaviest ships and using the agro gambit ability so I can manage the ai’s possition and targeting.
I’ll sick my fighters/gunships after their fighters and gunships first,
my corvettes and up focus down the corvettes and up one at a time.
honestly the most annoying part has been trying to employ the side shielding abilities on ships from tactical display without having the ships constantly try to turn back towards the enemy. especially with all the engagement stance inheritance nonsense that happens with the formation system in this game.
It is an infamous tactic from Elite Dangerous. Set your main ship to reverse at a speed the next bigger ship can keep up. Set its turrets to auto fire, but do not engage the autopilot. This ship will be the pace-setter for the rest of the fleet.
Set the rest of your fleet to "do not engage". They will keep station, but engage enemies in range.
It is better if you come out of overworld manually at the edge of the gray circle around the mission. That will make the range between the enemy and you bigger.
The smallest or fastest ships will reach you first and die. The enemy will be strung along and you'll be able to defeat them in detail. Missile launching ships such as the Anubis or Longbow are particularly desirable. A pro mine-layer like the Horus can leave a path of deadly gifts in your path. Having "active missile" mods in your ships also help.
Shift-T to manange the initial encounter and to use the active abilities in other ships.
do you just set your whole fleet in one large wall formation? I’ve wanted to do stuff like this for tactics but trying to manage the sub formations to get ships to work has been frustrating.
also how do you manage to activate the secondaries on other ships without breaking your formations?
I split them by functional groups (ex, missile corvettes on one, brawler corvettes on another). Then give those groups a location to move to and orient them to face the same way as the overall fleet leader. They will tend to spawn there you place them and they will keep station until you ask them to engage. Remember to set them to "do not engage" if you want them to keep station.
For example, you can place destroyers in front in a V, with frigates a little behind and missile corvettes even further behind. Put your fighters and gunships on the wings but a little behind, and in compact formations, like an X. You don't need a lot of separation between the elements as they need to be close enough to support by fire.
You can put your brawler mediums above or below and also a little behind.
Once you drop into the fight you can shift-t to slow down time. Press enter to enter tactical mode (or shift-enter to select ships by class) and select any other ships. The top left menu will change to whatever active mods they have. Activate them and click on the next. You can also take control of them briefly to deploy secondary weapons, such as the deadly drones from the Stub Corvette or the Mines from a Horus. You'll need to keep them at or near their station manually until you finish using the secondary. Press Shift-A to enable their autopilot again when you are ready to jump to the next ship and they will go back to their assigned station.
The whole idea is to retain the initiative by making initial contact only with your "tankiest" elements in the front. That makes it far easier to commit the other elements later on a decisive maneuver rather than try to get them to disengage from whatever they are doing (which they don't like to do). This has the added benefit of preserving your force much better than a "horde" attack.
I usually commit the fighters, gunships, frigates, and brawling corvettes after the tide changes in my favor, when I identify particular targets that they are well suited to handle, or when I decide an attack is in order. The long range missile corvettes usually stay with my heavies and form the base of fire.
or you can aggro big ships and kite them at 3,5k range and pop missiles on cd
maybe swordfish/ronin with lazors can melt them faster
I took a few losses, but my main Frigate was intact. I used a Roals by the way. All of the allied assets like mine launchers, gun turrets etc. - bar the comm array thing that stopped taking damage at 13% or something - were destroyed.
Scoob.
That said, the way to beat all of these missions is basically to have TSF ships, they're OP.
A Horus or three will help, but you can outright buy those.