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Post by Fourth Horseman on Jul 21, 2016 10:29:25 GMT -5
Ok , first of all thanks to all who have been helping me get the hang of this. I am still playing on normal (no laughing) and I am staring to get to the right side of the tech tree flowchart. I have made contact with Jyeeta and they have not taken any planets from me. My clans are Thulun (of course), Moklumnue, and Rychart. 21 planets decently established at worst. Playing in the Garden.
I can hold them off my planets and the planets they are aware of have all defense higher than needed. The issue I'm having is my fighters have a hard time destroying their ships. Guns 7, Pilot 5, durability 3, fast reactor 7 (have fast 9 availiable), and some cladding armor. Combat crew. Using whirlwind II.
Any ideas? Should I make a heavier fighter such as the Thulun cutter or make a true heavy? Switch weapons? I don't have imgur, I don't know which one to dl on my phone.
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Post by Cory Trese on Jul 21, 2016 11:04:30 GMT -5
Don't use all fighters. You need to have Boarding in your mix if possible for the debuff. Don't overlook Torpedo Cruisers and a mixed fleet. All fighters will struggle to get the DPT and lack the XP scaling of heavier ships.
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Post by Fourth Horseman on Jul 21, 2016 11:21:51 GMT -5
Don't use all fighters. You need to have Boarding in your mix if possible for the debuff. Don't overlook Torpedo Cruisers and a mixed fleet. All fighters will struggle to get the DPT and lack the XP scaling of heavier ships. That's the issue I'm having. I can't punch th eir armor. Will they no longer serve a purpose this far into the game? I haven't researched much into the bloody boots tech, bit I could, my research is boosted because of Rychart tech and I make sure I squeeze what I can on the other worlds. Most of my planets are around 20 quality and I haven't gotten to the terraform tech, not needed right now.
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Post by Brutus Aurelius on Jul 21, 2016 11:24:35 GMT -5
Don't use all fighters. You need to have Boarding in your mix if possible for the debuff. Don't overlook Torpedo Cruisers and a mixed fleet. All fighters will struggle to get the DPT and lack the XP scaling of heavier ships. That's the issue I'm having. I can't punch th eir armor. Will they no longer serve a purpose this far into the game? I haven't researched much into the bloody boots tech, bit I could, my research is boosted because of Rychart tech and I make sure I squeeze what I can on the other worlds. Most of my planets are around 20 quality and I haven't gotten to the terraform tech, not needed right now. Fighters remain viable even into the late game. They can be replaced much easier than capital ships with a lot of XP. Fighters need to upgrade their weapon systems, however, above all to remain a combat force that can do significant damage with line or swarm tactics.
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Post by Cory Trese on Jul 21, 2016 11:25:23 GMT -5
Fighters scale into the late game for their useful purposes -- but they're not going to be your primary damage dealers at any point in the tech tree. Because they don't gain XP bonuses like Cruisers and Heavy hulls, they're going to perform best in their assigned role -- damage shield, cheap response ships, front liners and sacrificial units. I would not recommend a fleet that is more than 40% fighters.
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Post by Brutus Aurelius on Jul 21, 2016 11:30:21 GMT -5
I've always used a combination of swarm and line tactics with my battlegroups. The Fighters swarm and restrict enemy movement and soak their counter attacks, leaving the Gun Cruisers open for a heavy hitting attack while the Torpedo Cruisers maintain a firing line and hit any survivors or priority targets. Carriers will only aid in the firing line shooting at Colony Ships/World Killers, conserving WF for repair operations.
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Post by En1gma on Jul 21, 2016 11:33:14 GMT -5
Cruisers will be your tried and true workhorses. Go deep into as many trees as you can and slap some Railguns or Torps on at least a level 3 design. Armor to fill in your remaining points, and the rest is history.
DON'T, however, make ships similar to the vanilla Wolf Cruisers or Templar Defenders. Specialize and pick a weapon to use. The ships will be far more effective this way.
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Post by Fourth Horseman on Jul 21, 2016 11:56:55 GMT -5
There we go. That's what I needed to help. Just the different, albeit slight, tactics and thoughts. I'll produce one more round of fighters (3 more) and restrict their approach. I'll tinker around with a cruiser and/or a torp boat.
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giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
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Post by giddion on Jul 21, 2016 20:24:38 GMT -5
Using a combination of boarding then fighters works very well for me in the early to mid game (relative to tech tree advancement), but I may be biased, as I love the borading party then fighter with a the best 1 AP weapon so I get 2 attacks. Usually a group is 1 boarding fighter and 2 fighters. I typically have two groups like this with a couple of other heavier missle ships in my pod. As I dont play on ennormous maps, I only have a couple of fronts to work on defending at anytime, although I usually do have a 3rd weak point, but with a scout down that way for early detection, I dont worry about it too much.
EDIT: missile ships are usually designed to support the fighters.
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Post by Fourth Horseman on Jul 22, 2016 8:28:44 GMT -5
I'm on a large map (Garden), but since I'm trying to figure it out I only selected one xeno. I'll give it a try. I'm ready to start research my heavy tech.
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Post by Cory Trese on Jul 24, 2016 18:43:27 GMT -5
With a single Xeno on Garden, you should be able to easily get like 60 Colonies and research the entire tech tree quickly. I think the Garden my empire was generating around 3K RP / Turn after I won (vs. max Xeno teams.) Should be a cake walk against 1.
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Post by Fourth Horseman on Jul 26, 2016 8:07:28 GMT -5
I restarted and am doing much better. 3 years in and I've seated 21 planets. I have a few questions.
What does having defense on a planet over my building count do for me? Will it damage the xeno ships that are attacking like mine get damaged?
Also, I seem to notice the better route using Thulun, Moklumnue, and Rychart in the garden normal is best to spam trade treaties and concentrate more to TP than my mines. Is that a correct assumption?
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Post by tenbsmith on Jul 26, 2016 9:05:53 GMT -5
It's been a while since I've read about or experienced Xeno attacks on my systems, so take the following with a grain of salt, and maybe will come along and correct my post. As I recall, having defense higher than building count does provide some additional protection. i don't believe planetary defenses damage invading Xeno ships.
My strategy keep the Xeno away from my systems with a strong fleet. I spend my limited resources on creating a strong fleet and mostly skip planetary defenses.
TP are great, but the value of TP is highly influenced by politics. If you base and economy solely on TP, your economy can tank if a couple of conflicts spring up. And they will spring up. For this reason, it best to balance you economy between TP and Mines. The income from Mines is not influenced by politics.
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Post by Fourth Horseman on Jul 26, 2016 10:04:02 GMT -5
I will provide feedback. I have not made contact with xeno in this game and I'm focusing on my fleet tech right now. I have placed a few mines so far, just not evenly balanced. I have noticed the conflict affect with an embargo... ouch.
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Post by Cory Trese on Jul 26, 2016 11:10:54 GMT -5
"It's been a while since I've read about or experienced Xeno attacks on my systems" ^^ You might want to try a higher difficulty or maybe defend a little less
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