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Bir çeviri sorunu bildirin
Why do I have strange looking fighters in my fleet after a battle? Are they captured from enemy? Does game even say something about that? Where is the encyclopedia where I can compare ships and weapons from different types and races?
Yes the red beams are lasers. If you look at the pop ups when mousing over weapons, you'll also see a speed/fire rating. Lasers shoot fast. That's what makes them strong against fighters. The trade off is that they are really weak and have very short range. Your missiles weren't firing because the other ships weren't in range of them yet. The Ion guns, at the start of the game, have the longest range. This means that if you go up against a ship armed with ion guns using only torpedos your ship will blow up before you even get a chance. At the top right of the combat screen there is a toggle to turn on weapon ranges. Blue is for energy weapons, red is for lasers and a thin line is for missiles.
Sometimes you'll want to use regular lasers after you unlock the paired lasers because they use less power so you won't need to try and stuff as many generators on a ship. It's all about tailoring the ships to fill a specific roll.
You can really seperate weapons into a few different catagories. Laser, slow firing energy, fast firing energy, torpedo, and missile.
- Lasers: Lasers can destroy missiles. There weakness is range. I find them not that strong due to a very limited range. There anti missile ability is pretty good and they can do pretty good damage to fighters. I put them on my fighters early game and I use them latter for anti missile. But once you get missile traps you dont really need them. Overall I dont use them mostly due to limited range.
- Slow firing energy weapons: There benefit is range which make them superior anti ship weapons. There weakness is rate of fire and lower DPS. I find them very strong due to there high range. If you have a range advantage you can destroy stations without taking any damage. You also have a very strong advantage in battle able to take significantly less damage and deal significantly more. Dont try to use them against fighters however. You unlock these latter in the game.
- Fast firing energy weapons: There benefits is rate of fire and all around good. They have no real weakness. Good all around weapons can take out fighters, do good DPS, and outrange some weapons.
- Torpedos: High damage and range. There disadvantage is they can miss, shot down, and have limited ammo. They can also go through shields. You have to unlock torpedos and they are called torpedos in the description.
- Missiles: There benefits is they are very good against fighters and are not as restircted to the 90 degree angles. I find them very useful on the lower decks giving my battle ships a much needed anti fighter ability. If you want to fight fighters these are your guys. They can also go through shields but there range is lower making them kind of poor anti ship weapons.
The pirate ships that use missiles as there primary weapons are very vulnerable to being outranged by the ion gun ships.
A battleship equiped with slow firing will be able to take out fast firing energy ships. Bombers or fighters swarm can kill the battleship with slow firing energy. Fighters beat bombers and other fighters. Ship with fast firing energy will be good against fighters. If you want to make a escort for your capital ship use fast firing energy with a few lasers
Early game I put missiles bellow deck and load the top with ion guns. You dont have the hit points to turn and broadside your oppoments. The missiles gives your ship a needed edge against fighters.
They explain various tactics, maneuvers, and tips for beam fighters, torpedo fighters, anti-fighter escorts, and anti-ship capitals.
If your battles are so easy that you can auto-resolve, then, you need to increase difficulty. Or, you should try engaging at even or lower odds, and take tactical control of your ships to win. Being able to survive by the skin of one's teeth is the rewarding experience in 4x games.
It's explained in the game manual (sec 9.4) and in the tutorial that attacking forces will be randomly placed. (Due to uncertainty in maintaining relative positions and formation during hyperspace/warp.)
The defending forces are alerted to the incoming hyperspace/warp signatures, so they can prepare and put themselves into advantageous formation. Seems more realistic...
Yes, you captured stranded enemy fighters, since they are not warp-capable of going anywhere.
It's stated in the game manual, sec 9.3.
Also, advantages/disadvantages of energy, beam, and missile weapons, page 27.
No problem. Its worth noting that fighters are especialy hard to deal with before you unlock three barrled ion guns and balastic computers.
Beam weapons are meant to be used on fighters to destroy other fighters.