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Post by Fourth Horseman on Oct 3, 2016 13:33:56 GMT -5
Cory Trese, that's just it, I don't know what I'm doing wrong. Lol I'm playing on normal, that's why I'm frustrated. I was looking at previous threads and using the same strategy to swap out when 1/3 down. For a few ships, that was after the first roll. It's about 6.5 AE so I would think that ship would be able to be better. I'm stuck lol.
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Post by Cory Trese on Oct 3, 2016 13:52:43 GMT -5
Yeah are you building them with Durability? What's your support strategy? How are you manage XP? Are you taking on Xeno planets that are too hard too early? Are you modeling after the basic designs? Are you repairing between attacks? Are you using Bombard early enough in the cycle? Are you playing to capture or firewall?
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Post by Cory Trese on Oct 3, 2016 13:53:21 GMT -5
If you need a refund, just e-mail cory@tresebrothers.com
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Post by Fourth Horseman on Oct 3, 2016 14:11:21 GMT -5
Not interested in a refund. I was playing to take the planet. It had a quality of 10 so I didn't want to bombard it much. I built it with durability and none of them were attacked by another ship. I also built it with armor. I was using the swap in technique. Let it get down to about 2/3 of hull points left and swap in a fresh ship. Total of 12 PI ships. It was a white star 20 population, 20s defenses.
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Post by tenbsmith on Oct 4, 2016 13:45:54 GMT -5
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Post by tenbsmith on Oct 4, 2016 15:06:20 GMT -5
Fourth Horseman, regarding your report of transports taking 30 damage. TB games have a large random component. Could that have been the result of one turn where you got a bunch of really unlucky rolls all at once. That's what killed Tamilin in my Heroes of Steel Ironman run, a half dozen mobs who usually miss her 9 times out of 10 all got lucky and hit her on this one turn--the probability of that happening was outrageously low. I just got really unlucky.
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Post by Fourth Horseman on Oct 4, 2016 16:07:00 GMT -5
I'm thinking maybe so. I'm about to build another PI ship specialist (I escort them to the planet and their only task to to destroy/invade) with pilot skills. That is the only thing I am missing. My ships were taking heavy damage, but I will see with 3 in pilot if it dulls it down a bit.
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Post by Fourth Horseman on Oct 5, 2016 6:02:36 GMT -5
Well, in my current game it's about 5.5 AE, went to go look for the Jyeeta... can't find them... so I'm settling 6 more systems lol. I'll let you know soon lol.
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Post by iAmNotACrook on Oct 5, 2016 8:31:44 GMT -5
Here.s the thing. I believe u might need a higher ship design for better health. Also, put some more points in scouting rather than shielding. It.s very important.
Put 5 into repair so that they repair faster. Waiting for repairs is normal.
Use 12 ships at a time. You can use more to be sure, but 12 is good because it covers all the green spaces when healing.
I.m not sure how to post immages from my phone. I can show you a design that worked on impossible. Not sure if difficulty affects the damage taken.
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Post by Fourth Horseman on Oct 5, 2016 13:05:46 GMT -5
Crook, I was thinking that shielding may not be as much as a priority as I assumed. Ni need for pics as it requires imgur, I believe. If my thoughts are correct this ship should see a bit less average damage. I will then try a new one with less shielding and drop more into sensors and maybe durability.
I would assume that higher difficulty I would take more damage. If I get off normal I would love to find out lol.
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Post by Fourth Horseman on Oct 5, 2016 15:51:05 GMT -5
Cory Trese, tenbsmith, HA HA !! Not perfect, but I jut took a planet. The early ship hits hard and doesn't always take damage now, bad roll I take high 20s damage, but much more acceptable as I didn't have to pull a ship out. All I really did was put 3 points into pilot, which I know helps the drops attack, I'm going to venture it may affect defense as well. This planet had low radiation so it's hard to judge. Low 20s defense. I never bombarded as it was an 11 quality. Took 3 rounds for the xenocide to clear out 20 population. The Dark Messiah fleet is now an active force in the quadrant and will give no mercy or quarter. This quadrant belongs to the human species.
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Post by Fourth Horseman on Oct 5, 2016 16:41:01 GMT -5
tenbsmith, now that I'm on the right track with PI specialists, I made the Jyeeta adjust and they are throwing a few killers st me. My Solarfire wing (Cutter torp boats) have taken them out. I need to make some boarding captains to weaken them and I know they become critical in higher levels. Does anything like guns help their damage? I usually build my fleet with high evasion.
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Post by tenbsmith on Oct 5, 2016 16:58:10 GMT -5
I'm not totally clear on your question, but here are some thoughts about boarding ship design.
The main stat for boarding attack accuracy is Captain-Warrior. Ship-GunDecks may contribute, can anyone confirm or deny this? When it comes to weapons, it's all about the boarding pods.
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Post by Cory Trese on Oct 5, 2016 16:58:36 GMT -5
With an invasion fleet of 8 or 9 ships, it shouldn't be a problem to fall back with a few that take hard hits early in the bombard/scout cycle. As you move your attack pattern into late invasion action cycle, taking hits can be more devastating because of the need to sustain.
You should really not expect your designs to stage planetary scale invasions against millions of Xenos while taking 0 damage -- no matter how well you design that isn't going to happen.
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Post by Fourth Horseman on Oct 5, 2016 18:30:29 GMT -5
tenbsmith, I'm looking to do more damage when I attack with a board. The shuttles require pilot that I didn't notice before. What I'm asking is does gun skills raise damage being boarding is a 1 distance attack? Cory Trese, No I know not to expect the ships to continue taking more damage, but it was apparent to me that missing that pilot was needed affects the attack. I was wondering if it helps avoid damage from the planet?
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