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Contrast this with a Pirate ship I've faced - which has Four Flaks - and I could see it firing regularly, multiple times a second, readily blocking fire from my ships.
I even took this ship - sorry, I cannot recall the name, not in-game currently - into a creative session and set it up to battle various other ships. It's Flak appeared to be quite effective there too, blocking a significant portion of my attacks.
Finally, I did myself come to the conclusion that multiple smaller ships are better than one behemoth. I now have my Flagship - which is quite large and tough, relying on armour for protection, while fielding four Deck Cannons and some recently added Nukes I'll be testing next time I play.
To support this ship I have a large unarmed Mobile Warehouse (I hoard stuff), a light scout and three Light Fighters. The Flagship tanks and does high damage, while the fighters flank the enemy and (try to) hit their softer spots. Works well.
This technique does exploit a flaw in the AI, in that it is very focused on a given target it seems, even if another ship is hurting it more. The AI will regularly make a bee-line for my Flagship, while the fighters scoot past unmolested.
I have 8 Flaks and 10 PDs, directly on my front, but its not possible to stop 3 Nukes.... everything's said.
spend to much on flaks/pd, costs you nearly all armor/shields, spend to much onshields, costs you pds/flak...
the only thing that works against anything but has the downside of repair cost even against an amoeba... is armor... huge blocks of armor... like each and every AI ship has... and some auto aim missiles/rails/or still beams...
only problem is... AI ships dont care about utility, dont care about repair cost, dont care about speeding through the sector, dont care about their crew... they put each and every credit into combat prowess... which isnt a thing any player would do in a single ship...
sure you can build a brick... but honestly... this boils down to every "effective" ship kind of looks the same... i´ve yet to see a "good looking" ship that is actually effective...
i counter nuke ships with flack if you can get close to the launcher and have your Flack in range as the missile fires and it will pop before it picks up speed.
The real counter to nukes is speed, once they target a direction and speed up they don't track your ship. for example you can have something speedy fly by the enemy to trigger a volley of nukes, then close range with your fighting force that can get flack in range or take out the launchers on that side of the ship and stay in its bind spot, tho it still requires more maneuverability than the target so taking out their maneuvering engines is a defensive measure
so that the armor is a buffer for your shield to come back online, wile being spaced out from other things so the remaining nukes AOE only applies to 1 armor block ideally.
Remember to add lateral thrusters to ctrl where your defense is facing
I think flak guns should leave a *physical* AoE barrier for a short time when they detonate. So, they don't have to hit a target to slow it down.
That said, the game is crying out for more weapons / counters. How about Chaff/Flares? Anti-missile missiles? Laser PD's? I'm sure more is to come. Balance is "easy" in regard to Crew and material costs, as well as energy requirements.
a totally slumped together, not refined in any way version of this, came in at about 4 mil, and when player controlled ripped any ship appart... sure i lost a ton of armor, launchers etc. but thats exactly the problem... thats what the AI ships do... they dont care for anything than to kill you... as they dont need to repair, get new crew, or have to traverse the sector before dying of age...
the whole thing istn really well balanced to be honest. i tried the same setup with pd/shields etc. and it lost more often then the absolute purist version... which should point out the uselessness of a lot of modules atm.
the point is, that armor doesnt need any logistics, or supply. its just there absorbing the most dmg per tile than anything else, with the least space used up.
using shields flaks, costs you so much in the logistic/space used category, that its les worth in comparison. especially as stuff like shields is even super hard countered by emps which are 1 of the 2 longest range weapons that also only have 2 semi usefull counters... and then theres armor, which completely nullifies them... you get my drift...
I think this post actually convinced me to do so.
I'll make it costly in terms of special resources, but I guess 3x3 Quad PD that does double damage per shot for countering nukes will be helpful for "Big Mothership" playstyle. I like that playstyle actually, as there is no docking ships yet and larger fleets can be so messy.
But first, I'll convert Flak to Turret and will see how effective it is.
Ok so it has ions and nukes, you can outrange those with HE missiles and rail guns (if you can outmanouver them that is...
But in the end, and the reason for this thread, is to get flak guns to work as (likely) intended so as to take out the nukes.