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Post by Officer Genious on Feb 7, 2017 13:43:10 GMT -5
I'm on Basic and I haven't won a single ship to ship fight yet. I'm level 9. 0_o Just wondering if anyone out there has gotten into fights and won, and how. There must be some strategy I'm missing...
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Post by fallen on Feb 7, 2017 13:50:43 GMT -5
Officer Genious - maybe you could describe your combat strategy? Maybe it is the ship you are flying, which one? Have you upgraded any ship components?
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Post by Officer Genious on Feb 7, 2017 13:52:15 GMT -5
Officer Genious - maybe you could describe your combat strategy? Maybe it is the ship you are flying, which one? Have you upgraded any ship components? I actually tried the level 3 torpedoes, they only shoot once so it made my fighting worse. I'm flying the 350k ship in an H shape... Bah, lemme look it up.
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Post by bookworm21 on Feb 7, 2017 14:33:51 GMT -5
I struggle to consistently win against ships of a similar size. I would recommend focussing on a particular range band and getting 8 reactor points of firing. 8 autocannons will melt anything if you can get in close enough.
Evasive manueveours is a great talent to keep active for the whole fight - without it I get hit a lot.
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Post by fallen on Feb 7, 2017 14:41:57 GMT -5
bookworm21 - Evasive Maneuvers is really big. I too plan a strategy to have it up for the entire fight. It takes a lot of focus to do so. Perhaps the duration on ship buffs are too short?
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Post by fallen on Feb 7, 2017 14:42:53 GMT -5
I actually tried the level 3 torpedoes, they only shoot once so it made my fighting worse. I'm flying the 350k ship in an H shape... Bah, lemme look it up. Confused about the "only shoot once" part. Because you have a small Reactor pool and can only fire one a turn?
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Post by bobc on Feb 7, 2017 16:40:07 GMT -5
bookworm21 - Evasive Maneuvers is really big. I too plan a strategy to have it up for the entire fight. It takes a lot of focus to do so. Perhaps the duration on ship buffs are too short? Extending ship buffs by a couple of turns sounds good, it should certainly improve flexibility. I find I am always trying to play catch-up, keeping offensive/defensive talents active while mixing in ships protocols.
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Post by bookworm21 on Feb 7, 2017 16:48:14 GMT -5
A little more leeway would be good to encourage the stacking of multiple buff types
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Post by fallen on Feb 7, 2017 17:00:20 GMT -5
bookworm21 - Evasive Maneuvers is really big. I too plan a strategy to have it up for the entire fight. It takes a lot of focus to do so. Perhaps the duration on ship buffs are too short? Extending ship buffs by a couple of turns sounds good, it should certainly improve flexibility. I find I am always trying to play catch-up, keeping offensive/defensive talents active while mixing in ships protocols. That was the intention. If you have too many turns in buff duration, there would be less of these exciting trade offs -- "Should I put out the fires in the engine room, or roar out orders for Evasive Manuevers?"
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Post by Brutus Aurelius on Feb 7, 2017 19:38:58 GMT -5
bookworm21 - Evasive Maneuvers is really big. I too plan a strategy to have it up for the entire fight. It takes a lot of focus to do so. Perhaps the duration on ship buffs are too short? I feel like they may be, especially considering the 30 turn cool downs.
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Post by fallen on Feb 7, 2017 21:14:49 GMT -5
Looking into raising them all to 5 for the next update to check how that feels.
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Post by Officer Genious on Feb 7, 2017 21:31:27 GMT -5
Oooh. Oh, and because my other captain is now bankrupt, I started a new captain on basic.
He's a military man with a side of commander, piloting a Guardian Interceptor with all of its basics intact. I realized that my problem was probably not having enough pilots, so I'll be looking into that when my crew inevitably leaves me like a sack of rotten potatoes. I'm still avoiding combat as much as I can and running away screaming whenever possible.
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Post by Cory Trese on Feb 8, 2017 3:00:10 GMT -5
Try to get
Pilot = Crew Count Command + Tactics = Crew Count
and 140% Navigation.
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Post by bobc on Feb 8, 2017 4:54:27 GMT -5
Looking into raising them all to 5 for the next update to check how that feels. This sounds really good; I think it will help in two areas. You will be able to manage combat better by stacking/interleaving talents, and because you will not use so many, if you are caught in back-to-back combats you should still have some 'cold' active talents available (hopefully mitigating some of the issues with cool-down times).
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Post by xdesperado on Feb 8, 2017 5:02:14 GMT -5
Looking into raising them all to 5 for the next update to check how that feels. This sounds really good; I think it will help in two areas. You will be able to manage combat better by stacking/interleaving talents, and because you will not use so many, if you are caught in back-to-back combats you should still have some 'cold' active talents available (hopefully mitigating some of the issues with cool-down times). Do talents stack? I stopped trying to use a talent every turn of combat because it seemed like you lost remaining turn of whatever talent you had activated 1st when a new one got selected.
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