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The "rare" arks like orchid are supposed to be powerful though to my understanding,
One of the perks of playing as an Ark empire is that we can pick one of the rare ones to start with it immediately. Tortoid and Orchid are outstanding arks which I almost never see spawn as unclaimed in my runs (especially the Orchid, that thing is super rare).
Belle's value comes from being able to apply knockback and engine stopper en masse, which can remove enemy short range units from a fight and split enemy forces apart. Its damage isn't spectacular though, like most units which focus on debuffing. The cloaking can be nice though for shenanigans, just like the Sol Ater.
The rarity=power also applies to golems. You'll notice some golems have a much higher AIP cost and much higher stats, damage or bonuses to go along with it, which corresponds with their rarity (botnet or retribution golems being somewhat rare).
As far as cruisers go, I pick the one which matches my highest weapon tech at the time. Valyrie is a standout for the same reason Orchid is, since regenerator (ship reviving) tends to be very powerful. The cruisers get exponentially more powerful the more their weapon tech is invested in.
I'll give Tortoid another look.
Mainly as I pushed the difficulty up, I found that few Arks and Golems survive very well in larger fights, which imo makes a lot of them unusable. It's why the Rorqual Hegira(what a name) is probably my second-most used with Spire Frigates after that. Even the sniper Ark's range doesn't protect it reliably.
Still more of them I discount since they're so incredibly slow that they aren't very useful outside the big fights where tankiness is king. Moving your forces around rapidly is simply mandatory in this game, especially during CPA's.
As Handsome Jack pointed out, the Orchid can also solo snipe guard posts, Macrophage Teliums etc without unloading your forces, or while they're fighting.
It feels like it has it all, and it probably needs some type of nerf or sizeable AIP cost bump, even though this would make me sad.
It also raises the question about what makes so many of the other Arks and Golems not be worth the AIP/hacking-points past a certain difficulty level. While I was learning the game on diff 6-7 I used quite a few others like the Botnet and Cursed, but those days are past. Seeing a Cursed Golem on a world I would have liked to conquer is a negative to me now because it's -20 AIP for no gain.
Many of them could use either speed or survivability buffs, but that's just my opinion or perhaps my playstyle speaking.
I play expert mode only so that won't be an option. Not really sure what the other diff options are, I haven't looked at them in ages, but moving down now wouldn't be much fun, and the fuel mechanic of the one step up doesn't look fun either, so expert seems to suit me fine.
Yeah, I guess I could chalk it up to the game probably being balanced for diff 7, but I think that my point about how relatively strong/weak some of the Arks/Golems are in comparison to each other and to their AiP cost, still stands for whatever the observations are worth.
I agree that it's kinda strange that expert Orchid is still pretty overwhelmingly good. But given how rare it is and the joys of picking ark empire to play it, I'm not sure if I'd want it nerfed further outside of expert.
Nodorian tortoid also does really good single target damage from long range, and it also has the damage increase hack. It's kind of funny to clear guard posts with it because all of the strikecraft in the enemy garrison will die before being able to do much to it.
I don't know if those options are still viable in expert though.
I never played much expert, but I personally thought it was the probably the strongest ark on expert. (On HA Toroid is stronger and Great A'Thom might be under some circumstances too.)
It's significant enough that basically whenever a balance issue is being discussed, it's assumed to be HA unless you specifically say otherwhise.
I switched to playing Expert so long ago that I forgot how big a difference it makes and what it changes. In my head, that's what I assumed everyone plays on, maybe just on lower difficulty numbers. It makes it pretty much impossible to compare people's opinions as I was hoping to.
On AI 9 Exp, most ()even maxed) arks die really fast on entering some of the scary enemy planets, even after you've sniped the mass driver, no matter how you micro. So it doesn't seem to matter how cool their damage or abilities are.
I also don't see many other people putting an emphasis on speed. The Hunter/Warden/Praetorian fleets are a REALLY big issue for me, so dodging them is the difference between a regular fight or the enemy having 3-4x the forces on a planet which makes it unwinnable. Or even worse, 500k Hunter threat slamming into a critical planet I can't reinforce and losing a building I can't replace. So imo that disqualifies some Arks too unless I want to emergency-swap my entire army from the Ark to a standby Agility Transport to go rescue whichever planet the Hunter fleet is savaging while I was taking an objective.
I guess what I would like to hear is what Arks are people playing on high difficulty settings, besides Orchid-Chad.