Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fusion + Concussion isn't the best. Fusion bypass shields and concussion either are decent versus low armor or high damage, but don't go through shields.
Generally as a new player you should pick 1 main tech (usually, Fusion or Concussion or Generalist) and pick one to two more tech to rank up. The first thing is something that can kill guard posts and high-value targets quickly, then you synergize with something to help (Subterfuge to immobilize/paralyze enemies, Technologist to zombify en-mass, Splash to use Inhibiting tesla to weapon jam AI ships).
It takes some practice to figure those things out.
In battles, again they auto-aim. As you learn you end up spreading some ships between 1-3 transports based on what you use them for, and move those around the systems/galaxy.
Zombify works against most things but not all, it's definitively great to tilt things in your favour. Ability-wise it's good to have a source of either metabolism or zombify (only one trigger on the infected ship's death) and a source of Weapon jamming/Paralyze/Engine-stun.
Turbo-raider is a great pick in Fleet Research too, 40 AIP cost on top of the hack points, but it boost the speed of all ships with the same flagship to 1600 speed. It's impact is dramatic.
Rerolling ARS let you get the right ships. You can also look at what Officer/Lone Wolf you have around.
The main thing before all is getting damage to kill Guard posts and other nasty things you want dead. Bombard or Siege frigate from concussion have that kind of firepower despite not having "bonus damage".
You can also look for support fleet (faster rebuilding) and battlestations. The former with its engineers can help you build quickly the turret of the battlestation even on AI planets. Upgrade the battlestation, it'll mark up its turrets, and you can easily deploy Mark VI-VII turrets anywhere you need, scrapping them with the "scrap distant units" when you hit the cap. This gives you a lot of firepower.
Do look for turrets in GCA and not just ships, rerolling Global Command A-thing to be able to build different turrets on your planets. Having planet that follow the same tech as your ships is really, really important to get anywhere.
I also found a "mugger frigate" which is a fusion type with zombification, so it sounds like I don't need technologist then?
I don't know what an Officer/Lone Wolf is. I am playing the second easiest scenario ("scenario 2" 2 ai difficulty 5)
Officers are Golems and Arks, large powerful ships that command fleets and hold their own against enemy forces.
Lone Wolf "fleets" are singular but very powerful ships such as Lost Spire Frigates, Botnet Golems and Hive Golems.
Both are found further out from your home system.
As to AIP... I cannot give advice there as my current game is sitting on about 1.4k AIP and resembles WWI with Planet Crackers and Motherships.
Getting a few GCAs will make economic stations last a bit longer when fortified but logistics are good stations if you need more energy but cannot protect an econ station.
Also, while I have found extra support ships I have not found any with engineers. Can all support ships rebuild even if it doesn't have combat engineers as a fleet?
And I have a problem scouting new planets. At the beginning it seemed to scout new planets on its own, but as I have now revealed 2/3 of the map I placed a logistics base and it only scouted a radius of 2 planets. Do I really have to pay 5 hacking points for almost all 30 remaining planets, or place frequent bases for 20 aip each?
Deep striking will trigger the AI reserves, but those reserves aren't everywhere and if deployed the AI won't be able to react fully to another deepstrike. If you are strong enough you can try and destroy the reserves.
As for scouting, hacking or killing command stations is the only way, try focus on destroying data centres and capturing major data centres as those will reduce AIP and thus make scouting less costly.
On this difficulty the reserve wave just melted, I'm just trying to plan for the higher difficulty. If I don't destroy the reserves won't they add to the threat?
And the scouting did continue to reveal all sectors eventually. I have no idea what the rules are. Is there only like a speed penalty for how quickly planets are scouted if your closest base is far away or what?
Some part of the reserves will join the threat, indeed.
Scouting pick 3 to (X number in lobby, by default 8) planets that are adjacent to already scouted planets and reveal them. This can lead to a planet being scouted and its neighbour being revealed because its now revealed.
Inhibiting Tesla can actually weapon-jam a lot of ships and are very hard to kill (they have immense damage reduction against enemies that outrange them).
On lower difficulties you can go logistical only. Afterward You learn to grab GCA for turrets so you get enough that even econ have some defences, you place an empty flagships (or custom) or one with Mark 1 ships there to defend against the AI, you then do "Hot-swapping" when the AI attack and you feel it needed: you swap high-marks ships from your main fleet into the empty flagship, it'll then build those (quickly). This allow you to essentially teleport forces across your territory where they'll do the most good, for a small metal cost. Once the wave is weak enough you swap back the ships into your main fleet.
Combine that with Station-swapping, where you change a station type from econ to military, and you can react quickly against the IA and turn the tide (Military has a good weapon, plus gives +50% damage boost to ALL allies including turrets and ships and itself at mark I). So at higher difficulties you bait the AI forces to econ stations with empty flagship present or on a nearby allied planet, then you pounce on them. This guaranteed the AI (mostly) never accumulate enough threat to go after military-held planets with critical goodies like Major Data Center.
There is a lot to learn, but with every step of the curve you learn, it gets much easier.
I noticed my zombies often running from the fight, so perhaps the tesla is better. Also will running away zombies provoke the enemy units on the other planet to join the threat or is whatever they kill over there useful to me?
Yes, after taking the planets adjacent to my homeworld I only grabbed planets with some goodie on, but econ stations only get 50% of the turrets that a logistics station get from each gca, so logistics are always going to be a lot stronger no matter how many gca I take.
I did try to swap units to teleport them, but even with 4 planets producing (homeworld +3 adjacent) it was not that fast. I swapped about 300 combat strength and I had to pull the ship to the front when only about 120 had been built. Still a great help though.
If you are having trouble (re)building fleets consider upgrading your engineers as each engineer boosts any factory they assist and at mk3 they gain cloaking ability (not very strong but means they are less likely to die).
Zombies will patrol your systems and attack the AI (with the intelligence of zombies), in large enough numbers they can clear AI systems. I don't think they do much regarding threat but if you can make zombies then the threat can become more zombies.