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Post by En1gma on Jun 18, 2014 11:14:50 GMT -5
I think this thread could do two things.
1. Help people (like myself) come up with viable and effective ship designs, while simultaneously showing off your personal flair for designing these ships. Listing upgrades, ship and officer stats, and all things needed to reproduce would be optimal in assisting the community. And 2. Help come up with effective squadron formations for different situations. Could include border patrols, Colony defense, planetary assault formations, how to best use Carrier Class ships alongside Fighters, anything you have found to be useful in your games, regardless of difficulty.
I haven't been able to get past perfecting (if I can use this word lightly) colony development while also keeping the Xeno at bay, so if people can put early, mid, or late game designs/squadrons, to be used in different situations, I think many of us could benefit..... Thanks again and I'm looking forward to seeing what people come up with!!
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Post by algesan on Jun 19, 2014 7:24:00 GMT -5
Heh, my first question on this subject: How the heck do I get more water/fuel rating in early (or any) designs?
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Post by mandomaniac on Jun 19, 2014 15:35:42 GMT -5
Afaik wf consumption is based on the size of reactor and the mass of the ship
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Post by phantombudgie on Jun 19, 2014 16:32:52 GMT -5
There is a special training that becomes available called Efficient Crew under the tech Capital Ships 1 or 2 (or similar) which adds 8 w-f capacity. There are a couple of other techs that do this as well.
Sent from my GT-I9300 using proboards
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Post by algesan on Jun 19, 2014 20:48:32 GMT -5
8 is like...one shot with one gun? I'm just wondering if we will have a chance for deep strikes on the big maps or if it is all setting up colonies (even if you have to blow xenos off them), using it as the new supply depot for strikes back and forth with the AI between your two closest colonies and retreating after a few rounds of combat to heal up some armor while spending turns trying to suck down more water.
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Post by fallen on Jun 19, 2014 20:49:56 GMT -5
algesan - ever tried Carrier + Refuel talent?
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Post by Cory Trese on Jun 20, 2014 2:01:23 GMT -5
You have to design ships for Red Zones. Solar sails, carrier backups, high refuel reactors, use low WF Training
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Post by beverage on Jun 20, 2014 11:19:40 GMT -5
Firstly, I am totally in love with this game. I have the whole TB library on my phone and this is hands down the most awesome game they have produced (all the others by comparison are [awesome -1] )
(noob on normal diff) I really like researching the first levels of military tech up to the carriers. Its tricky balancing economies and ship formations so I depend on my initial Templar cruisers and explorer for beginning to mid game and then economy willing I construct at least 3 strike fighters, 2 wolf cruisers and 1 repair carrier, this fleet will serve well in defending your ragtag refugees but is useless for attack!!! DO NOT ATTACK WITH THIS FLEET!!
Researching refuel ability for carriers is my next priority!
Once refuel is available, I begin focusing research toward planetary invasion.
Minimum requirement of 2 refuel carriers (if no other ships need refuelling always mutually refuel these 2 vessels!!)
[ @cory Trese personally I think the ability of refuel capable carriers refuelling each other for a total net gain of WF is a bit gamebreaking]
Then I begin hunting the xeno to only CONTAIN its infestation whilst upgrading "Fighter tech" and waiting for "planetary Invasion" to complete.
Usually I seem to end up with 2x Templars ($11 maintainence = keep these guys) 1x Explorer (love those torps ) 3 x Strike fighters, 2 or{if your economy is good enough} 3x Wolf Cruisers, 1 x Paladin Carrier, 2 x {my custom name} "Logistics Carriers"[refuelling] whilst in the process of building a couple of military transports [2 transports is minimum, otherwise xeno growth will overtake invasion/bombard damage rate.]
Once this fleet is assembled I usually have "Fighter Tech" nearly maxxed out and begin replacing my Strike fighters with higher level/reactor/armor/weaponry etc (ie Build a strike fighter "MK2", once complete, demolish Strike fighter "MK1").
After fighters, upgrade cruiser tech and incorporate the more advanced vessels into your fleet.
On Normal this build has me at a point of good economic strength with a slow but obvious destruction of the xeno.
Summary = 3x highest level fighters, 2 x wolf cruisers, 1 x Paladin Carrier, 2x "Logistics (refuel capable) Carriers, 2 x Military Transports + 2 templar defenders and explorer = Norm Diff PWNT )
Sorry for lack of specific tech names etc, typing this from memory without game handy Missing playing after 1 day :{
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Post by fallen on Jun 20, 2014 12:13:50 GMT -5
beverage - awesome post, right on topic too Really good post and I like the look of your squadrons. The refuel loop is a really good point Will fix under #4X-2481.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jun 20, 2014 12:47:46 GMT -5
fallen So carriers refuelling carriers is a bug? I usually keep a carrier in faction space to send fuel to carriers in combat. Then to the ships that need it. beverage Awsome post! +1
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Post by fallen on Jun 20, 2014 12:51:41 GMT -5
ncaoa - under investigation.
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Post by beverage on Jun 20, 2014 23:30:38 GMT -5
fallen So carriers refuelling carriers is a bug? I usually keep a carrier in faction space to send fuel to carriers in combat. Then to the ships that need it. beverage Awsome post! +1 I think If carriers only refuelled other carriers by the cost of "refuel" (12 w/f?) then your supply chain formation could still function as intended without being imbalanced. I like the idea of having a "Supply Line"
As it is I can fly all over the joint with 2 refuel carriers in my fleet and fuel is not an issue, even in the heart of xeno territory.
Summary = Carriers only refuel other carriers for 12w/f to allow supply chains without exploiting net gain by loop refuelling.
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Post by Brutus Aurelius on Jun 21, 2014 5:30:44 GMT -5
Please don't break my Supply Chains!
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jun 22, 2014 14:05:46 GMT -5
fallen So carriers refuelling carriers is a bug? I usually keep a carrier in faction space to send fuel to carriers in combat. Then to the ships that need it. beverage Awsome post! +1 I think If carriers only refuelled other carriers by the cost of "refuel" (12 w/f?) then your supply chain formation could still function as intended without being imbalanced. I like the idea of having a "Supply Line"
As it is I can fly all over the joint with 2 refuel carriers in my fleet and fuel is not an issue, even in the heart of xeno territory.
Summary = Carriers only refuel other carriers for 12w/f to allow supply chains without exploiting net gain by loop refuelling.
Ah I see the exploit now. Yes if the exact amount of fuel being sent was the same as what the carrier is loosing it would stop the exploit.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jun 22, 2014 15:03:29 GMT -5
I'm having a lot of fun with boarding. Currently using Mosquito custom Assault fighters with Gull boarding pods and 10 warrior. High durability and evasion with no armour and Palladin Carriers keeping them alive. Fuel cost is kind of high when moving but three are a solid defense against World Killers and have KOed combat ships occasionally. I'm not sure what ECM effect does. Any help @cory Trese fallen ? I build any torpedo using ship Torpedo Spread as soon as it's available. Great for "sniper" ships.
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