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Post by hissrad on Apr 29, 2015 2:49:42 GMT -5
It might be a fun idea to compare ship design ideas. For example:when I'm not using Alta Mesa I like to use a unarmored cruiser as a torpedo platform,low durability but you strap the biggest, baddest torps to it and you have battle cruiser level firepower...
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Post by johndramey on Apr 29, 2015 3:42:24 GMT -5
I always love building fighters, usually pumping up evasion and putting the best 1AP weapon I can on them. The general aim is to make them as cheap as possible while making them hard to hit. Sure, they may drop like flies when the AI starts seriously attacking, but they provide a nice early game buffer.
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Post by hissrad on Apr 29, 2015 3:50:28 GMT -5
I like the high evasion,low armor and 1ap gun combo too. Ill put like 4 of them with an up armored assault fighter as Pack leader. Put a couple cruisers and a carrier and you've got a good strike team.
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Post by En1gma on Apr 29, 2015 6:30:25 GMT -5
I'm a fan of hitting hard and often. My Fighters often use level 3, with 2/4 Reactors. Strap the best 1AP weapon available and just go to town. They're durable, long range, and can often deal over 75 % damage to an enemy in a single attack turn, leaving them vulnerable to my support torp platforms- typically 2/3 Cruisers.
I like having the more expensive Fighters because they just give me more bang for my buck. Because I set them mid evasion, higher armor they take a beating but don't really ever die on me unless they get overextended and overwhelmed, which allows them to truly capitalize on the exp they accrue.
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Post by tenbsmith on Apr 30, 2015 10:01:50 GMT -5
Good idea for a thread and good ideas.
I revised the Wolf Cruiser into a Wolf Gunship early in the game, prior to unlocking weapons in the Capital Ships branch of the tech tree. (I'm trying to get an invasion ship ASAP, so NO time for Capital.) Increased Ship and Captain gun-related and evasion stats (0 in torp stats) to increase accuracy and dodge in gun battles. Perhaps more importantly, add Barrage so it can attack with 0 waterfuel. Wolf Gunship is quite good at gun battles. Combined with a couple of fighters and the group enter Xeno territory to for early detection and interdiction against World Killer and Colony ships.
I only wish there was a way to remove the torpedo weapon from this design to decrease cost.
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Post by En1gma on Apr 30, 2015 10:55:45 GMT -5
Probably my favorite ship to make so far has been the Railgun Cruiser. Low evasion, but high armor keeps damage low, and since they never leave green space, they have amazing staying power. High accuracy stats, plus the top of the line Railgun makes them an ideal last ditch defense against WK ships and anything else that gets too close. If you haven't tried a dedicated Railgun Cruiser, definitely give it a shot- OHKO Railguns for the win.
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Post by En1gma on Apr 30, 2015 11:02:07 GMT -5
I honestly think that the Cruiser class is the most versatile design out of everything, and works extremely well in any role you need it for. It's too bad they can't be healed like the Fighters.
Another favorite design of mine is the dedicated Torpedo platform Cruiser. Everything into refuel, accuracy, and avoidance. No armor, nothing fancy, just the best and most advanced Torpedoes you can stuff into the things. I've even made them with a slow reactor just to make more room for torps. I park them between battle groups and just snipe things out from a safe distance. They won't win any awards for pure damage, but as cleanup, they can't be beaten.
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Post by tenbsmith on Apr 30, 2015 14:05:46 GMT -5
Yeah cruisers are fun, potent, and cost effective when specialized around one weapons system.
What do y'all think of upgrades? They obviously improve stats, but they seem rather expensive. Are they cost efficient or is it better to just spend more in other areas.
PS. Ima try some high evasion, low armor, potent 1ap gun (whirlwind) fighters. There is something to be said for low cost, low maintenance units.
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Post by CdrPlatypus on Apr 30, 2015 19:02:16 GMT -5
I really like assult fighters after you unlock the fast reactor 5 for the 4mp...ramming speed! (Mine don't use pods they ram and board...because I say so)
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Post by hissrad on Apr 30, 2015 19:24:33 GMT -5
I really like assult fighters after you unlock the fast reactor 5 for the 4mp...ramming speed! (Mine don't use pods they ram and board...because I say so) I've been curious why there isn't any Ramming training. Maybe it's just a quirk of the Star Traders that made it to the Farfallen Breach?
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Post by CdrPlatypus on Apr 30, 2015 19:30:06 GMT -5
fallen could a ramming attack be implemented in st4x?
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Post by fallen on Apr 30, 2015 19:31:59 GMT -5
CdrPlatypus - it is not something we have on our list, no. Ram is not exactly something you'd be doing often with this type of heavily manned Faction ships.
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Post by CdrPlatypus on Apr 30, 2015 19:33:26 GMT -5
fallen I don't know about your crew, but mine our brave and willing to die for the honor of their faction!
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Post by CdrPlatypus on Apr 30, 2015 19:35:09 GMT -5
But in all seriousness this could be a really cool addition. Could add new upgrade modules like ramming prows and afterburners
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Post by Brutus Aurelius on Apr 30, 2015 19:41:30 GMT -5
Good idea for a thread and good ideas. I revised the Wolf Cruiser into a Wolf Gunship early in the game, prior to unlocking weapons in the Capital Ships branch of the tech tree. (I'm trying to get an invasion ship ASAP, so NO time for Capital.) Increased Ship and Captain gun-related and evasion stats (0 in torp stats) to increase accuracy and dodge in gun battles. Perhaps more importantly, add Barrage so it can attack with 0 waterfuel. Wolf Gunship is quite good at gun battles. Combined with a couple of fighters and the group enter Xeno territory to for early detection and interdiction against World Killer and Colony ships. I only wish there was a way to remove the torpedo weapon from this design to decrease cost. You can just press "Delete" on the Weapon Selection screen and reselect the Railgun.
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