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报告翻译问题
Check out my guide too (shameless plug) as I get into some of this stuff:
http://steamcommunity.com/sharedfiles/filedetails/?id=938349884
If you have specific questions about battles feel free to add me on steam and I would be happy to chat. Btw please check your link, did not work for me :)
Also, follow the rock paper scissors of weapons vs. defenses.
At the same time you might put your own missile boats in your own long range flank of the very same tactic card.
The key thing about this is where your ships actually end up is closely governed by what your opponent's card has in the same flank. For instance, if you both use tactic cards that have LONG RANGE in the top flank of the card, then in the battle, those two flotilla of ships are going to essentially stand off and artillery each other like naval Ships of the Line. However if one side uses Long and the other uses Short range (again, in that *particular* flank/flotilla) then the fight will begin with both at LR, but the SR side will quickly "peel" into the other side as the move along the curved line. You can see this on the battle overview.
The thing most people don't realize is how these two mechanics interact can influence combat greatly. If you *both* picked a card with "Short Range" at the top of both your tacic cards, then when combat begins both of those fleets will actually start much much closer and engage in short range very early in the battle, instead of one being long and the other behind short, and the short having to catch the long.
You can use these facts to your advantage to try and fool your opponent by deliberately moving ships to sub-optimal flanks, just to get under your opponent's guns (among other strategies).
Big issues is the tactic "shields up!" not only gives shield bonus defense but also makes the first two flotillas stay at long range.
It seems like laser ships can only attack the flotilla that it's matched up with, however missles/beams/kinetics can shoot across to the other flotillas, I belive.
A real conundrum.
cant quite tell how it works just yet.
Yep, this is a really big deal some people don't think about. Once the short-range-only beamships finish off their opposing flotilla, they basically can't do anything for the rest of the fight since the other two flots (if they exist) are out of range. This isn't a problem for most other weapons; they can at least try to shoot.
That said, SR beams will make mincemeat of anything in their same flank of the fight.
All battles happen in 3 phases.
Each lane will engage its lane first then other lanes after.
Lanes and battle ranges are dependent on what card you choose and what card your opponent chooses.
Lanes work simple. There are 3 lanes and they are associated with 3 differnt battle paths on the battle card.
Battle Ranges are dependent on your cards ranges and the opponents cards ranges.
Theres a niffty chart that shows this but basically it follow these simple rules.
1. Battles start at the longest range shown on the battle cards and then do battle phases to the shortest range on the cards.
2. The battle range will always proceed to the next shortest battle range.
As an example.
You use a Long Range Card
Your Opponent Uses a short Range Card
Battle will carry out in 3 phases.
Phase 1 = Long Range
Phase 2 = Medium Range
Phase 3 = Short Range
You Use a Medium Range Card
Your Opponent Uses a Short Range Card
Phase 1 = Medium Range
Phase 2 = Short Range
Phase 3 = Short Range
You use a Long Range Card
Your Opponent uses a Long Range Card
Phase 1 = Long Range
Phase 2 = Long Range
Phase 3 = Long Range.
You use a Short Card
Your Opponent uses a Short Card
Phase 1 = Short Range
Phase 2 = Short Range
Phase 3 = Short Range
You use a Medium Card
Your Opponent Uses a Medium Card
Phase 1 = Medium Range
Phase 2 = Medium Range
Phase 3 = Medium Range
You use a Long Range Card
Your Opponent uses a Medium Range Carde
Phase 1 = Long Range
Phase 2 = Medium Range
Phase 3 = Medium Range
The complexity of the system comes into play when you have 3 lanes with differnt ranges engaging 3 lanes with differnt ranges.
Some take aways from this is there are 18 possible combat distant phases. Of those 18, missles are only 100% effective at 5 of them or 28% of the time. While beams are 100% effective 33% of the time. Missles are ineffective 33% of the time. While beams are ineffective 66% of the time.
Missles
100% effective = 28% of the time
Effective = 66% of the time
Ineffective = 33% of the time
Beams
100% = 33%
Effective = 33%
Ineffective 66%
Guns
100% = 72%
Effective = 100%
Ineffective = 0%
Lasers
100% = 66%
Effective = 100%
Ineffective = 0%
http://steamcommunity.com/sharedfiles/filedetails/?id=941972326
To use your example. Power to Shields is the optimal range card for your arcs weapon systems. However make sure you also check the enemy ships weapons and defense and ranges. Also don't forget to equip and unequip new battle cards as the become available in the ship management screens.