some playing advice

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Oberlus
Vacuum Dragon
Posts: 669
Joined: Mon Apr 10, 2017 4:25 pm

Re: some playing advice

#16 Post by Oberlus » Tue May 15, 2018 1:36 pm

I myself only put fighters (no bombers and no interceptors) in self-grav (one fighter bay, one launch bay) and titan hulls in the robotic line (the one I use the most), never in robohulls 'cause they have too few internal slots (and I want the shields!). Since these "carriers" (self-grav, titanic) also have plenty of space for weapons than I use, I call them "battlecarriers".
The bio line has pretty good hulls for dedicated carriers (high stealth, plenty of inner slots) like the bioadaptive and sentient (the flagship of bio line) hulls. With those, if you fit in a good stealth part and put in no weapons, you get "invisible" carriers that never get targeted in combat (unless the enemy has enough detection). At least for the current implementation (there are thoughts on making the launch of carriers "noisy" so that they could be detected)
The asteroid line also has several hulls appropriate to make "battlecarriers", with plenty of internal and external slots.

Sindarin1
Space Krill
Posts: 4
Joined: Tue May 08, 2018 10:10 am

Re: some playing advice

#17 Post by Sindarin1 » Tue May 15, 2018 9:28 pm

Another thing that i don't understand is the use of concentration camps, i think i'll use them to get rid of some xenophobic spieces i've got capturing planets but the xenophobic handicap lowers some production important sectors of the game i'm playing now
Sindarin1
Interested in both the fantasy topic and the space.

Jaumito
Space Kraken
Posts: 116
Joined: Tue May 16, 2017 3:42 am
Location: Catalonia, France, Europe, Earth, Sol, Orion Arm, Milky Way, Virgo Cluster

Re: some playing advice

#18 Post by Jaumito » Sat May 19, 2018 8:41 am

Oberlus wrote:I myself only put fighters (no bombers and no interceptors) in self-grav (one fighter bay, one launch bay) and titan hulls in the robotic line (the one I use the most), never in robohulls 'cause they have too few internal slots (and I want the shields!). Since these "carriers" (self-grav, titanic) also have plenty of space for weapons than I use, I call them "battlecarriers".
Of course it doesn't matter against the AI, but if you're ever playing against humans, you'd better avoid mixed designs and rather go with both full guns and full carrier designs, so you can adjust your production depending on what the enemy throws at you. You can't play "rock, paper, scissors" effectively if you stick to an "everything is mixed" ship design philosophy.

phocas
Space Floater
Posts: 37
Joined: Sat May 12, 2018 9:28 am

Re: some playing advice

#19 Post by phocas » Sat May 19, 2018 2:15 pm

I myself only put fighters (no bombers and no interceptors) in self-grav (one fighter bay, one launch bay) and titan hulls in the robotic line (the one I use the most), never in robohulls 'cause they have too few internal slots (and I want the shields!). Since these "carriers" (self-grav, titanic) also have plenty of space for weapons than I use, I call them "battlecarriers".
maybe not if the ennemy has shields too

with laser tech level 4
full combat robot with 2x diamond aarmor 2 x Laser and 1 deflector shield (-5) cost 230 PP
it can do (11-5) x2 x 3 damages = 36 or 66 if no shields

robot carrier with 2x diamond armor and 1x flak cost only 160 PP and can do 8x4 = 32 damages
robot battle carrier with 1 laser and no flak cost 180 and deals 32+18 damages
fighter can take some of the shots then acting as virtual shields

for around 500 PP you can have 3 carriers or 2,2 combat ships

yes the carriers can take heavy damage and often are low HP after the battle but are usually not deads

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