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Post by phollyer on May 27, 2015 8:24:30 GMT -5
I was reading the section on planetary invasion...in the online Senate Library It mentions using a fleet of Invasion ships and Order of invasion...
I have been using a minimum of 3-5 Military transports....is it better to begin the In invasion...the first ship or two to "Scout" thus reducing the planetary defense...and then the remainder as Invasion? Will this result in less ship damage to the Military Transports?
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Post by tenbsmith on May 27, 2015 8:41:53 GMT -5
Yoh! Could you post a link to the Senate Library, I don't think I've seen that yet. Meanwhile, you should read this thread, which suggests scouting first is the way to go, but also that there have been recent changes to invasion that have made it more difficult... more likely your ships will explode. startradersrpg.proboards.com/thread/11425
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Post by Cory Trese on May 27, 2015 9:20:18 GMT -5
I was reading the section on planetary invasion...in the online Senate Library It mentions using a fleet of Invasion ships and Order of invasion...
I have been using a minimum of 3-5 Military transports....is it better to begin the In invasion...the first ship or two to "Scout" thus reducing the planetary defense...and then the remainder as Invasion? Will this result in less ship damage to the Military Transports?
Yes, absolutely. I wouldn't worry too much about the rule changes -- if your fleet of invasion ships is working, then you've developed a good strategy. Some people are having trouble, some people are not. Using Scout to figure out defenses and them Bombarding them is a good approach -- Invasion can help reduce defense as well, but can take more time overall to defeat the Xeno armies. Thanks!
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Post by eternalheathen on May 27, 2015 21:01:29 GMT -5
So, I've been searching through any posts about invasion, but I'm still unsure how I should be building my ships. I understand and kinda like the scout, invade/bombard attack sequence. My issue is how I should build my ships.
Given that sequence, my initial thought would be to build two or three different invasion ships to maximize damage/defense for each phase. Is this necessary, and if so, what differences am I looking at? I saw a post saying defense is important for scout, but is evasion? Do more gun slots equal more drop pods? Would a bombard ship be different in anyway?
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Post by hlo on May 28, 2015 7:23:11 GMT -5
So, I've been searching through any posts about invasion, but I'm still unsure how I should be building my ships. I understand and kinda like the scout, invade/bombard attack sequence. My issue is how I should build my ships. Given that sequence, my initial thought would be to build two or three different invasion ships to maximize damage/defense for each phase. Is this necessary, and if so, what differences am I looking at? I saw a post saying defense is important for scout, but is evasion? Do more gun slots equal more drop pods? Would a bombard ship be different in anyway? Question is what difficulty level are you playing? Hard or above vs Normal or below. Since Normal or below cannot be killed, you can do whatever you like since your invasion ships cannot be destroyed. Hard or higher is now a completely different story since you cannot destroy a system with just Bombardment unless you have infinity amount of invasion ships.
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Post by eternalheathen on May 28, 2015 8:35:05 GMT -5
Hard on the garden against 6 xenos, second try. Badly timed politics and over expansion did me in the first time, so I've gone much slower this round.
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Post by hlo on May 28, 2015 10:56:24 GMT -5
Hard on the garden against 6 xenos, second try. Badly timed politics and over expansion for me the first time, so I've gone much slower this round. With this 2.2.17 update, Hard is equal to "near impossible" if I have to start over again. Bombardment = instant destruction. With that there is no quick way to neutralize nearby xeno colonies to give yourself some breathing room! First xeno contact may mean "the end is near". Hopefully the next update will bring in some form in incremental damage so bombarding transports can last few turns. For Garden I find that you need to occupy the 3 system immediately above the start area along with the 3 systems visible at start. Next area should be that 4 systems below. Stop and build up resources after that.
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Post by Brutus Aurelius on May 28, 2015 11:10:03 GMT -5
Bombardment does not equal instant death. Your transports and their survival is dependent on your skill as a commander. If you send in bombers before neutralizing some defenses or gaining a foothold, then you will lose ships.
My personal tactics involve a full Scouting action to gain footholds and damage defenses, followed by Invasions with Bombardment support. This works very well on Crazy, with well designed ships.
Lastly, the Garden is supposed to have Xeno nipping at you constantly. No rest for you there. If you want opportunities to rest, play another map.
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Post by eternalheathen on May 28, 2015 12:40:50 GMT -5
Bombardment does not equal instant death. Your transports and their survival is dependent on your skill as a commander. If you send in bombers before neutralizing some defenses or gaining a foothold, then you will lose ships. My personal tactics involve a full Scouting action to gain footholds and damage defenses, followed by Invasions with Bombardment support. This works very well on Crazy, with well designed ships. Lastly, the Garden is supposed to have Xeno nipping at you constantly. No rest for you there. If you want opportunities to rest, play another map. I'm playing the garden specifically for the constant war, and am holding the starting 3 systems, plus the 4 immediately north, and the 13 systems to the south. Barring any cataclysmic politics, I can hold the xenos of indefinitely, but can't expand without taking their planets. Any tips on building a well designed invasion ship? When you say bombardment support, is there a different way to build that ship, or is the build the same for scout, bombard, and invade?
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Post by Brutus Aurelius on May 28, 2015 13:05:44 GMT -5
Well designed Invasion ships for me include the following:
The biggest Reactor and best Drop Pods you have available and the best Troops you can squeeze on after Armor. Barriers as Armor, usually 4 Armor is good enough early on, then you want the Point Defense Barriers. War Barges should try to put either WF boosting or Radiation Resistant Structures for their upgrades.
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Post by hlo on May 28, 2015 13:52:37 GMT -5
I know Garden is meant for constant trouble while the other maps could be borderline boredom. However the 2.2.15 and 2.2.17 really get things exponentially more messy even in Hard. 2.2.17 is the more drastic among the two because of the "nerfing" of invasion ships. They took damages before or even die but a least you can get some neutralization / expansion done by about year 5 with less number of transports.
The improved AI in 2.2.15 along with ridiculous ship building rate xeno have makes expansion nearly impossible. "eternalheathen" is right about the fact I can hold the lines I build before xeno contact but cannot do much after. I can have 15 CP systems but I cannot make a Level 4+ ship every 2 turns like the xeno can. I can probably build the stock Strike Fighter or Colony ship every 2 turn but nothing more powerful!
I may start another thread for this but I think the "Xeno AI above level 25" and "Invasion ship changes" should be incremental from Normal -> Impossible. The ultimate goal here is having players grow their skills gradually and (maybe) graduate to Impossible one day. Hard used to just a bit tougher than Normal but quite playable if you can hide from xeno until year 5. Now playing Hard is like going from amateur boxing directly to fighting Evander Holyfield! Or sending the high school basketball team to play in NBA!
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Post by eternalheathen on May 28, 2015 14:11:53 GMT -5
Well designed Invasion ships for me include the following: The biggest Reactor and best Drop Pods you have available and the best Troops you can squeeze on after Armor. Barriers as Armor, usually 4 Armor is good enough early on, then you want the Point Defense Barriers. War Barges should try to put either WF boosting or Radiation Resistant Structures for their upgrades. Thanks for the tips. One more question, in ship materials, I've been assuming the drop pods use gun slots. It's this correct, and if so, do I want to focus on gun slots or can I split between the defensive materials, hull/shields/evasion?
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Post by Kanly on May 28, 2015 14:31:27 GMT -5
I know Garden is meant for constant trouble while the other maps could be borderline boredom. However the 2.2.15 and 2.2.17 really get things exponentially more messy even in Hard. 2.2.17 is the more drastic among the two because of the "nerfing" of invasion ships. They took damages before or even die but a least you can get some neutralization / expansion done by about year 5 with less number of transports. The improved AI in 2.2.15 along with ridiculous ship building rate xeno have makes expansion nearly impossible. "eternalheathen" is right about the fact I can hold the lines I build before xeno contact but cannot do much after. I can have 15 CP systems but I cannot make a Level 4+ ship every 2 turns like the xeno can. I can probably build the stock Strike Fighter or Colony ship every 2 turn but nothing more powerful! I may start another thread for this but I think the "Xeno AI above level 25" and "Invasion ship changes" should be incremental from Normal -> Impossible. The ultimate goal here is having players grow their skills gradually and (maybe) graduate to Impossible one day. Hard used to just a bit tougher than Normal but quite playable if you can hide from xeno until year 5. Now playing Hard is like going from amateur boxing directly to fighting Evander Holyfield! Or sending the high school basketball team to play in NBA! I feel the exact same way. I was owning the xeno ships and then rolled up with my 8 transports only to lose 6 of them on the first round of scouting. They shouldn't get 1 shotted on hard when they have tough armor and shields.
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Post by hlo on May 28, 2015 14:49:01 GMT -5
I know Garden is meant for constant trouble while the other maps could be borderline boredom. However the 2.2.15 and 2.2.17 really get things exponentially more messy even in Hard. 2.2.17 is the more drastic among the two because of the "nerfing" of invasion ships. They took damages before or even die but a least you can get some neutralization / expansion done by about year 5 with less number of transports. The improved AI in 2.2.15 along with ridiculous ship building rate xeno have makes expansion nearly impossible. "eternalheathen" is right about the fact I can hold the lines I build before xeno contact but cannot do much after. I can have 15 CP systems but I cannot make a Level 4+ ship every 2 turns like the xeno can. I can probably build the stock Strike Fighter or Colony ship every 2 turn but nothing more powerful! I may start another thread for this but I think the "Xeno AI above level 25" and "Invasion ship changes" should be incremental from Normal -> Impossible. The ultimate goal here is having players grow their skills gradually and (maybe) graduate to Impossible one day. Hard used to just a bit tougher than Normal but quite playable if you can hide from xeno until year 5. Now playing Hard is like going from amateur boxing directly to fighting Evander Holyfield! Or sending the high school basketball team to play in NBA! I feel the exact same way. I was owning the xeno ships and then rolled up with my 8 transports only to lose 6 of them on the first round of scouting. They shouldn't get 1 shotted on hard when they have tough armor and shields. I am extreme glad that I am not the only one who feel 2.2.15 and 2.2.17 are making the xeno OP. Your 8 transports show up only to be greeted by a swarm of xeno ship coming out from the shadows. And then you see the surrounding systems pumping out infinite amount of top levels reinforcement. Not only you have to grieve from the scouting loss, you have to save the skin of whatever is left after the now ill fated invasion 1st turn. You recall the swarms were there before 2.2.15, just not as bad as now. OP - Overpowered. A term commonly used in online game forums.
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