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They are basically indestructible, floating space stations with enough firepower to decimate entire fleets of dreadnaughts and carriers. They also each have unique passive abilities that benefit your fleets. To offset these overpowered hulks they handle like a dead horse and have the speed of a dead turtle.
I find that for scouting, capping garrisons and engaging in regular fleet combat the dreadnaughts and carriers to be a superior choice as they're nimble enough to quickly move through enemy territory with enough firepower and defences to be able to deal with almost any threat.
In short I save titans for special occasions but do not use them as my primary ship.
Its a shame in late game you can not integrate them in a fleet. I would use it as a bait or damage soaker or just a retreating point.
Not sure in "fun" rating where they stand- I'd give them 7 from 1 to 10. They are currently more a throphy than your do it all workhorse.
Maybe down the line with another dlc they could be more than that I guess time will tell.
Thanks for that. Any effort made on the "viable ship/equipment choices" front is appreciated. As far as I'm concerned, a variety of meaningful choices is what makes these kinds of games interesting and I'd prefer not to see the endgame further restricted to a small 3-piece group of obvious 'best' ships to work with.
I love flying warships through space. I dont know wy. Im guessing growing up with star war has something to do with it, lol. (damn, I DID know wy)
I would like ships to have differnt functions or strenghts in game. Maybe not as "rock, paper, scissors" in other games like Homeworld, (def not like Homeworld) but guys, be honest, once you have kitted your Halleberd; Do you really need anything else?