|
Post by elwoodps on Mar 15, 2016 20:40:33 GMT -5
One other thing acecow might include, balancing gun and torp attacks. I think most people tend to make specialized ships that focus on one attack or the other, but if you its best to keep your fleet balanced. My understanding is the Xeno AI will take advantage of a fleet that has only one type of attack. Heh, did't know that. I've mentioned that most people specialize their ships, I'll add in the point to still have...both ranged and close-range ships though. I can't remember where I read that... and I generally keep things balanced so I have't observed it directly. So, I may be wrong about that. You may want to get confirmation from others and/or do some experimentation before including that. The exchange above is from the Discuss/Plan a ST4X Consolidation Thread
I don't know if the Xeno AI will take advantage of a fleet that has only one type of attack, but if your fleet has a mix of both Gunships and Torpedo ships you can sure take advantage of the Xenos. The Xeno's Mass Driver ships can only counterattack a Torpedo ship if that Torpedo ship attacks from Range 1, and his Missile ships never counterattack a Gunship. So whenever possible * I'll attack his Missile ships with my Gunships, and his Mass Driver ships with my Torpedo ships. If the Mass Driver ship happens to be right next to my Torpedo Ship, I just have it back-up one square (to Range 2) before attacking. I call this technique Asymmetrical Attack, and if practiced frequently it can significantly reduce the damage your fleet suffers from Xeno counterattacks. * The exception to this rule is when a Xeno ship is already damaged to the point where I know I can kill it with a single shot. In that case I just attack with whatever ship is handy, usually favoring Gunships to save Water Fuel: Dead Xeno's never counterattack.
|
|
|
Post by johndramey on Mar 15, 2016 21:55:02 GMT -5
I believe that enemy torpedo ships can and will counterattack past the 1 range mark. Otherwise, totally agree with what you are saying. It's generally a good idea to send brawlers after slingers, and slingers after brawlers. This is one of the reasons why I'll typically build asymmetric fleets. I tend to favor lighter, faster brawlers, usually in the form of fighters, which screen my slower, heavier slingers. Later game, I'll supplement those fleets with a super heavy sledgehammer, usually fielding a gravity cannon, that can be used to smash through enemy formations. My fleets typically go as such: - Carriers; geared toward hanging back and refueling. I'll usually toss in a single repair carrier in the mid game.
- Brawlers; fighters designed to be hard to hit and to hit hard. I don't usually put much armor on them, instead focusing on evasion.
- Slingers; usually cruisers with the biggest, baddest torpedo I can stick on them. They'll have moderate armor, but they are supposed to be behind the lines.
- Sledghammers; the biggest, baddest ships around. Heavy armor, biggest weapon (usually a gravity cannon), and lots of attitude. They should be designed to take a beating. These suckers are usually expensive.
Fleet composition usually looks something like this: - Early game; a single refuel carrier, 3 brawlers, and a slinger.
- Middle game; two refuel carriers, a repair carrier, 6 brawlers, and 2 slingers.
- Late game; two refuel carriers, two repair carriers, 6 brawlers, 2 slingers, and a sledgehammer.
Of course, these are just my general plans and I'll sometimes switch things up. I know some people swear by cruisers, but I tend to prefer the fighters. I'll usually go so far as to totally forgo cruisers if I have Alta Mesa in my faction pool.
|
|
|
Post by Cory Trese on Mar 16, 2016 0:32:12 GMT -5
Torp ships can counter-attack other torp ships. Torp ships can counter-attack at range 1 against any ship type.
Gun ships can counter-attack against any range 1 attack. If you're shooting Torps, range is your friend.
|
|
|
Post by johndramey on Mar 16, 2016 1:05:22 GMT -5
Ah, really? Is there a probability roll on that, because I've rarely, if ever, seen a torpedo ship counter my fighters. I guess it could be because of the high evasion and pilot scores I stick on them?
|
|
|
Post by elwoodps on Mar 16, 2016 6:06:49 GMT -5
.... Torp ships can counter-attack at range 1 against any ship type......... Ah, really? Is there a probability roll on that, because I've rarely, if ever, seen a torpedo ship counter my fighters. I guess it could be because of the high evasion and pilot scores I stick on them? Cory Trese , when you say "Torp ships" in this statement, do you mean Xeno Missile ships too? If so this puzzles me, because I have to concur with johndramey : I can't recall ever seeing a Xeno Missile ship counterattack one of my fighters. And it's not because of their high Evasion and Pilot scores either; my fighters only get one point in Pilot, and zero points in Evasion.
|
|
|
Post by Cory Trese on Mar 16, 2016 11:11:26 GMT -5
Hey, who knows ... I'm just looking at the code, maybe I'm wrong
|
|
|
Post by tenbsmith on Mar 16, 2016 13:21:16 GMT -5
I have to agree with my player-not-coder compatriots, after many campaigns, my impression is Xeno Missle Ships do NOT counter-attack Faction Gun Ships. If that is possible, it seems uncommon.
|
|