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Post by elwoodps on Jun 6, 2015 9:58:21 GMT -5
How is damage done to a Military Transport during Planetary Invasion?A Military Transport makes an attack roll against the Xeno Colony. This is the same type of attack roll that the Military Transport ship would make if it was attacking another Ship. Transport ships will use their Sensors, Invasion, Pilot and Shielding during attacks instead of Guns, Torpedoes Pilot, and Stealth. If the Military Transport attack misses or is counter-attacked the ship may take damage. Military Transport ships will use their Durability, Shielding and Armor values to defend against damage from the Xeno Colony. Though you make no mention of Evasion here, all the successful transport designs posted in eternalheathen's Successful Invasion Ship Designs thread, have (anywhere from 3 to 7) Ship Material points in Evasion. - Do Ship Material points assigned to Evasion help reduce the damage a transport suffers during an invasion?
- Would those ships have suffered less damage, if those points had been assigned to Shields and/or Sensors instead (assuming that they'd gotten all the same rolls)?
Also, where you mention Durability in the above quote, do more points assigned to Durability actually help defend against damage from the Xeno colony, or do they just increase the amount of damage that the transport can suffer before being destroyed (this is what I'm guessing that you meant).
Please pardon me for asking questions with seemingly obvious answers. But I've often found my assumptions to have been less than perfect.
(I wish this forum had a blushing Smiley)
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Post by eternalheathen on Jun 6, 2015 11:23:40 GMT -5
elwoodps, I tested a third design last night, with no evasion. It was similar to the archangel design, less level for more gun. It didn't seem any less effective than the archangel, but I'm rolling out the Sephora designs this weekend, one to test no evasion and one testing less armor for more gun. I'll let y'all know.
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Post by Captain Starbuck on Jun 6, 2015 15:54:53 GMT -5
I'm probably missing something but given what I've read I don't see any purpose in an invasion transport having any kind of gun or repair ability. If it's just fodder then I'm looking for configurations which start with the lowest level and mass. 1AP/1MP would be ideal for a ship that's only going to take a beating for a few turns and is never going home. I want to put everything into defense, durability, shields - within mass limits. The only offense this ship needs is invasion and pods. With a low cost and rapid turn time to build, I'd be happier with sending a small fleet of small destroyers against a planet than to try to create one battleship in the futile hope that it will last more than a few turns. Cory Trese, thanks for the thread.
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Post by hlo on Jun 6, 2015 16:37:27 GMT -5
Given the distance between the factories and the frontline, 3 MP is a must otherwise they will never get there. Local defense (cheap) fighters / ships can have MP of 2 since they are built and fight locally. I built couple of the classic invasion transports that worked great before 2.2.17 patch, they are actually no worse now. Why? Whether you go with En1gma or Odomi designs, you last 2-3 attacks anyway! So cheaper the better imo. Just keep building.....
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Post by elwoodps on Jun 6, 2015 18:36:17 GMT -5
elwoodps, I tested a third design last night, with no evasion. It was similar to the archangel design, less level for more gun. It didn't seem any less effective than the archangel, but I'm rolling out the Sephora designs this weekend, one to test no evasion and one testing less armor for more gun. I'll let y'all know. That'll be great. I'm probably missing something but given what I've read I don't see any purpose in an invasion transport having any kind of gun or repair ability..... It's not possible for an invasion transport to have an actual gun. When designing a transport you can add a gun or an invasion weapon (drop pods, drop ship or drop shuttle), but not both. This is because drop pods, ships & shuttles are all two slot weapons, leaving no room for a gun. When eternalheathen said "more gun", I'm sure he meant a heavier and more powerful invasion weapon.
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Post by Cory Trese on Jun 6, 2015 18:40:23 GMT -5
Given the distance between the factories and the frontline, 3 MP is a must otherwise they will never get there. Local defense (cheap) fighters / ships can have MP of 2 since they are built and fight locally. I built couple of the classic invasion transports that worked great before 2.2.17 patch, they are actually no worse now. Why? Whether you go with En1gma or Odomi designs, you last 2-3 attacks anyway! So cheaper the better imo. Just keep building..... Isn't that more a problem with your "dead zone" strategy than anything else? LOL at "2-3 attacks" if you are having that much trouble ... wow, not sure Experience is so important in Invasion that you really want to build big, heavy, powerful Troop Transports that can purge multiple worlds and keep on fighting!
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Post by hissrad on Jun 6, 2015 19:04:28 GMT -5
Given the distance between the factories and the frontline, 3 MP is a must otherwise they will never get there. Local defense (cheap) fighters / ships can have MP of 2 since they are built and fight locally. I built couple of the classic invasion transports that worked great before 2.2.17 patch, they are actually no worse now. Why? Whether you go with En1gma or Odomi designs, you last 2-3 attacks anyway! So cheaper the better imo. Just keep building..... Isn't that more a problem with your "dead zone" strategy than anything else? LOL at "2-3 attacks" if you are having that much trouble ... wow, not sure Experience is so important in Invasion that you really want to build big, heavy, powerful Troop Transports that can purge multiple worlds and keep on fighting! I just throw wave after wave at the Alien planets,drowning the Xenos in bodies and wreaked ships until they give out,the Manly way:P
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Post by hlo on Jun 6, 2015 19:19:35 GMT -5
Given the distance between the factories and the frontline, 3 MP is a must otherwise they will never get there. Local defense (cheap) fighters / ships can have MP of 2 since they are built and fight locally. I built couple of the classic invasion transports that worked great before 2.2.17 patch, they are actually no worse now. Why? Whether you go with En1gma or Odomi designs, you last 2-3 attacks anyway! So cheaper the better imo. Just keep building..... Isn't that more a problem with your "dead zone" strategy than anything else? LOL at "2-3 attacks" if you are having that much trouble ... wow, not sure Experience is so important in Invasion that you really want to build big, heavy, powerful Troop Transports that can purge multiple worlds and keep on fighting! Nothing to do with dead zones. In my current Garden Hard, the best production comes from the Triple stars at the starting location, the triple above, and the quad below. Then the 2 groups to the left and right of the quads. Bollish xenos are down in the bottom right area where I am trying to get rid of them for good. It seems that most human players' transports die in 2-3 turns after 2.3.1, the long lasting high exp Troop Transports are now distant dreams. Maybe they fair better in your simulations.
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Post by eternalheathen on Jun 6, 2015 20:11:41 GMT -5
Given the distance between the factories and the frontline, 3 MP is a must otherwise they will never get there. Local defense (cheap) fighters / ships can have MP of 2 since they are built and fight locally. I built couple of the classic invasion transports that worked great before 2.2.17 patch, they are actually no worse now. Why? Whether you go with En1gma or Odomi designs, you last 2-3 attacks anyway! So cheaper the better imo. Just keep building..... Isn't that more a problem with your "dead zone" strategy than anything else? LOL at "2-3 attacks" if you are having that much trouble ... wow, not sure Experience is so important in Invasion that you really want to build big, heavy, powerful Troop Transports that can purge multiple worlds and keep on fighting! Fair warning, I'm drunk At a friend's house. Moving on. My fighters, unless situation dictates, don't get built until I have the 2ap/4mp reactor(fast reactor 7?) A defense fighter with 2mp would be effective, but not as part of an invasion fleet, and any defense squads I build tend to get folded into an invasion fleet to save on support ships. Now, my Sephora design lasted more than two or three turns, but I'm curious how you got an invasion ship to lvl 40 something, Cory Trese. Is that because of design or patience?
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Post by eternalheathen on Jun 6, 2015 20:31:24 GMT -5
elwoodps, I tested a third design last night, with no evasion. It was similar to the archangel design, less level for more gun. It didn't seem any less effective than the archangel, but I'm rolling out the Sephora designs this weekend, one to test no evasion and one testing less armor for more gun. I'll let y'all know. That'll be great. I'm probably missing something but given what I've read I don't see any purpose in an invasion transport having any kind of gun or repair ability..... It's not possible for an invasion transport to have an actual gun. When designing a transport you can add a gun or an invasion weapon (drop pods, drop ship or drop shuttle), but not both. This is because drop pods, ships & shuttles are all two slot weapons, leaving no room for a gun. When eternalheathen said "more gun", I'm sure he meant a heavier and more powerful invasion weapon. I did mean a more powerful invasion drop pod, though from what I've seen, there is very little damage difference. Mostly it's just attack and defense that change. If I'm wrong, blame it on the beer, and let me know, but I'm thinking everything other than the pod is more important for effectiveness right now.
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Post by Cory Trese on Jun 6, 2015 22:02:49 GMT -5
eternalheathen -- design, patience and strategic use of the fleet. I'm definitely not the best one at it, screenshots of 2.3.1 from Internet players put my Transports to shame. I'm not the best player of 4X by far, just the keeper of the notes and the guy that does the charts. But don't listen to Cory Trese or hlo -- play the game and form your own opinions!
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koles
CKF Backers
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Post by koles on Jun 7, 2015 10:46:39 GMT -5
I have a new game fully built under 2.3.1 and my highest XP Heavy Transport is 48, has successfully been in the purge of 9 worlds. its because its heavy transport - hight end top tier technology - not normal millitary transport at the bottom of technology tree its imposible to use heavy transport on year 5 on hard/crazy, and on year 5 i often tend to attack xeno planets and normal transport should be enought at that stage, especially with highest low technology like reactor 9 heavy transporters are at end of tech tree so they should be game finishers - i use them to open third front line to speed the tempo anyway i see that durability 20 with maxed armor is the key now allowing them to purge 3 xeno planets and then be scrapped, because repairing 350 hp is nonsense i know that when xeno advance on tech you also must do that to stand agains them, but now looks like that higher low invasion tech is not effective in comparison to higher low space war tech
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Post by Cory Trese on Jun 7, 2015 11:14:58 GMT -5
I have a new game fully built under 2.3.1 and my highest XP Heavy Transport is 48, has successfully been in the purge of 9 worlds. i know that when xeno advance on tech you also must do that to stand agains them, but now looks like that higher low invasion tech is not effective in comparison to higher low space war tech Sorry it isn't working for you. How can I help? My current game has not reached Heavy Transports ... I am sorry for the confusion and problems. Hopefully we can get this sorted out for you.
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koles
CKF Backers
Posts: 449
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Post by koles on Jun 7, 2015 11:32:40 GMT -5
hmm so what you mean by writing "I have a new game fully built under 2.3.1 and my highest XP Heavy Transport is 48, has successfully been in the purge of 9 worlds."? btw you dont need to sorry
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Post by Cory Trese on Jun 7, 2015 12:02:18 GMT -5
hmm so what you mean by writing "I have a new game fully built under 2.3.1 and my highest XP Heavy Transport is 48, has successfully been in the purge of 9 worlds."? btw you dont need to sorry I was responding to someone who was talking about using Heavy Transports -- I thought. I do get it, the lower EHP of a Transport does make it tougher to make them survivable. v2.3.3 is uploading right now and has a bunch of fixes and balancing!
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