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Early on I'd say go energy weapons and a mix of defense to handle pirates. After that though you are meant to adapt your fleets to your enemies.
Its bloody expensive though. My stratergy game playstyle was never one of a tycoon, so i'm usually scraping the national treasury for whatever cash is in that universe. Same goes here, barely having an economy able to support myself. Rushing buildings is impossible, upgrading only happens to the most obsolete ships, and even routine repairs are difficult to afford.
I understand that maybe you didn't plan on building them since you're not playing "tycoon style", but they are very much worth the effort.
You can hover race heroes to find out which admirals are good with kinetics, and which are good with lasers.
Until weapons are rebalanced, as of right now, your choice is to go for slugs or lasers.
Using beams or torpedoes is ill-advised, since both have dead ranges where your ships are not shooting at all.
I personally tend to go for slugs, since they also provide defense against torpedoes.
Lasers are a good second option so you can hang out in Long ranges and just snipe whatever is coming to you.
The topmost feature of Lasers are critical hits, which proc A LOT for insane damage.
But if you research premium slugs, they also get critical hit option, and turn into quite fearsome weapon.
Which brings the issue of tactics - you should always stick to Long/Medium range, since right now AI is using Short-ranged weapons mostly.
2 best tactics to use are given right from the start - "Get Lucky" and "Barrage Fire", you can use those to stick in Medium/Short, or Long/Medium ranges depending on enemy fleet weapons.
You can change your tactics in Ship refitting screen.
Never bother with support/defense ships - they are not bringing anything to the table, and by game logic they get targeted first, so they are always first to get blown up.
In general, splitting your weapons is bad, because by the choice of unknown developer of questionable IQ, premium weapon researches are chosen between Kinetic and Energy - e.g. you must take a pick between Titanium Slugs or Hyperium Lasers, and same goes into each era weapons (Adamantian vs Antimatter, etc.)
So, in general, you pick a weapon type and you have to stick to it with selective choices each era.
Also always make sure to research Command Points techs as well - each CP increases your fleet power to the point of insanity.
So, that being said - my common fitting for advanced soldier ship is all weapons (standard or titanium/hyperium) + 2 hyperium engines + 1 shield + 1 armor. Later on I drop armor for additional manpower module
If I feel I tech fast enough, I skip soldier ships and go for t2 hulls right away, so in that case my common fitting for t2 Hunter ship is all weapons + 2 engines + 1 shield +1 armor + 1 siege module for more damage to planet's manpower + 1 additional manpower module
To be honest, if you manage to pack several fleets worth of advanced soldier ships, and upgrade them with at least Titanium/Hyperium weapons, it is curtains for Endless AI, because you will destroy each and every fleet they make, while steadily invading their territory.
To be able to support so much Titanium/Hyperium mining, you must research several mining techs in Industrial tree - "Slug and Sludge center" for +1 on deposits on the planet as planet specialization, "Miners Union" for +1 on strategic resources global on system, "Expanded Mines" for +2 on strategic resources in global on system.
All that being said, I really hope something changes in that department, as of right now, the supremacy/conquest game is ways too easy to achieve and poses 0 challenge at max (Endless) difficulty.
Have fun
On that note, do you need any special stratergies in fleet composition to succeed? Screen ships, combat roles, deployment order, etc?
But then again i've never even unlocked the tech.
Well, as much as I appreciate Aimplitude trying to get players to differentiate their ships in flotilla, there little to no sense in doing so.
A "Defender" type ship gets what, 1-2 more defense/support modules, and 10% defense value bonus? On top of weapon slots reduced to nothing.
That is easily overcome with attacker ships burning through it like no tomorrow.
And if you are using Support/defender ship for fleet-wide buffs, even worse - they get targeted and blown up first.
So, all-in on soldier ships and off we go, poking aliens with sticks.
So pretty much fill your fleets with attack ships and carriers? Do the smaller classes (corvette, light defense etc.) play any role once obsolete?
I've noticed an evasion module, which seems like it can be put to decent use by small ships. Are small craft viable alternatives to large ships for cost efficient production to firepower?
After building lots of attacker ships look towards reseaching the medium defence ship, the coordinator. One of these in a bunch of attacker ships will protect your glass cannons nicely. It will soak up the fire from all your opponent's attacker ships due to their targeting priority. Keep all your ships in the middle flotilla for now.
When your opponents start having medium hunters, it's time to forget about small attackers and get hunters too. Coordinators are still useful, now you can start using fleet repair and speed modules. Also if you get your CP up you can start making use of the other flotilla lanes.
Another thing I do, as I have two types of ships in a fleet, is make one projectile and the other energy. This allows good use of the 20% damage module if you have a spare support slot. As your fleets have mixed damage your opponent can't counter them so easily.
Waitwaitwaitwaitwait.
Different races have different slots on their ships? ...Is there a way to preview this?
Bloody hell I might need to start a new game.
Beams I rarely use them, but they aren't a bad option when you are dealing with fleets having lots and lots of rockets, yo get close and personal and they cause a lot of damage to your enemies as they have the highest dps value in game.
Ship sizes, for me unless you are forced to, you should ignore those small ones and go directly for medium ones, as they easily handle small ones and you have a much better platform to use later on. Properly upgraded medium ship can eat carriers, small one lacks guns do to this and is so fragile that one hit from any carrier and is a wreck. While medium have hull to support enough guns to cause a lot of harm and are tough enough to survive some punishment coming from a carrier.
What about the other species? Does anyone know what species has what on their ships?
Important are heroes as they can boost your navy power by quite a lot and sophons and UE have pretty decent heroes when it comes to boostng their militaries. While they won't outnuber Cravers they have easily chance to eat them as their ships when properly designed have a lot of firepower and are tough, not to mention neat looking, especially Sophons.