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Post by Nogardnep on Jul 5, 2014 23:05:36 GMT -5
Some things I'm not understanding:
What advantage does one troop type have over the other?
What is the difference between Scout/Bombard/Invade?
Is there a way to colonize an alien planet?
What is the difference between Colonize I, II, III?
How does one build a Templar Explorer type ship? I would love to have torps on a fighter!
I just finished up a normal diff clan, 50x100. I lost track of how many ships I had, but basically 6 each strike fighters, upgraded gun fighters, ExoScouts, Attack fighters, upgraded attack fighters, and cruisers (maxed torp, or gun). These were supported by 4 refulers, 1 repair, 1 battlecruiser, and 1 heavy carrier. This all supported about 7 troop ships that would eat up alien planets from both ends.
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Post by jehuty01 on Jul 5, 2014 23:40:24 GMT -5
1. Assault troops are better at invading, 2. Scout is weak-ass type of invade, Cory and the crew will have more to say on this. Bombard targets quality, invade targets population, though cross-damage is common 3. Yes, you invade until 0 pop then re-colonize. Problem is, you get a shitty planet if the random number gods rolled too many cross-damage rolls (I.E. Xeno pop was reduced by X AND planet quality reduced by Y). 4. Templar ships are not build-able. Cory specifically stated these ship classes were built before all the tech went down the drain, thus they are los-tech ships.
Onto topic: EARLY GAME: few canned strike fighters for damage soak, then upgrade to whirlwind IIs and GC cannons for mainstay fighters. MID GAME: Each border planet should now have 2 assault fighters and 2 strike fighters, build minimum of 5-7 military transports. FATALITY: Have all strike fighters and maybe 2-3 cruisers launch all out attack with transports behind. I do not use carriers at all as the high damage output of 3 GC-equipped fighters is enough to kill an alien torp ship and 4 GCs enough to kill a mass driver alien ship. I rarely use special attacks (heavy barrage or precision barrage) coz of fuel costs. I'd rather just use the regular attacks. Name of the game is INVADE and CONTAIN. You'll win.
Keys to this very simple strategy: 1. economy is paramount to keep pumping out fighters and whatever defensive ships you need. 2. A decently upgraded fighter can stand toe-to-toe against alien torp and MD (mass driver) ships. Cruisers cannot even carry the best guns and torps at the same time so you specialize them like alien ships (gun OR torp cruisers). Carriers? I don't really mind the fuel thing (I rarely use torp ships too) so I don't use them. Assault fighters? great for defense cause they nega-buff the enemy ships then send your reg fighters to finish them off.
I've won most games like this, even against 2 AI. Though mostly on normal haha. Sorry, but you can do without carriers. If I have to retreat to have my mil transports refuel? then I go ahead, and let the fighters handle the 2-3 xeno ships that spawn per turn. At this point I've got better than 3:1 odds with them anyway. Just a matter of time.
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Post by Brutus Aurelius on Jul 7, 2014 11:32:24 GMT -5
Scout is a light attack that does damage to Population, but leaves Quality intact. It, along with the whole invasion engine, will be fleshed out more soon, according to Cory.
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azedenkae
Consul
[ Star Traders 2 Supporter ]
Posts: 87
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Post by azedenkae on Jul 7, 2014 19:02:38 GMT -5
I had various incarnations of this ship over a number of games. The most recent one is:
Name: Imperator Level: 2 Reactor: 4 Ship: Gun 20, Torp 0, Dur 2, Shield 2, Eva 2, Sen 0 Captain: Gun 11, everything else 0 Weapon: Imperator RG-3 Armor: Duranium Plating Auxiliary: N/A Training: Heavy Barrage 1, Gun Barrage
This is my most effective type of ship up to date, a specialized close range cruiser. Putting everything into guns means that it doesn't even have any healing capacity, but it doesn't need any. Once I get about 9 of these on the field, they become hard to fight against. In my last game these ships was what I usedup until the very end. The previous game I couldn't field as many so I sorta keep on losing them. Which gave me the chance to keep on improving upon them. They were called Savaltores and I got to... Salvator Mk 3? By then they had like reactor 10 or something.
But yeah, this is a complete specialist ship. No torps, just guns and guns are all they use.
my tactic is usually heavy barrage the $#!% out of the enemy, then keep on pushing my dominancy with gun barrage... as gun barrage costs no fuel. So I am not really worried about fighting in red zones, or far from my systems. By then, they have enough experience for even the gun barrage to be effective.
:3
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Post by phantombudgie on Jul 12, 2014 13:19:19 GMT -5
My favourite ship for bringing the end of days to Xeno colonies. Upgraded invasion AND colonise afterwards.
Combat Colony [Transport] Level 6, Reactor 15, 2AP/3MP Durability 9/shielding 6/Evasion 10/Sensor 1/Refuel 5 Pilot 0/Torpedo 0/Stealth 2/Repair 2/Guns 0/torpedo 0/warrior 0/invasion 9
Training: Planetary Invasion 3 Colonise World
Weapon: sephora drop ship Armour: Superior Duranium Cladding Upgrades: Colony Module 3, Heavy Assault Brigade
I'm not sure if the heavy assault brigade is just a boarding action upgrade.
Sent from my GT-I9300 using proboards
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Post by jayte on Jul 13, 2014 10:58:16 GMT -5
I had a game where I played the combat colony transport, but was frustrated at their high maint and CP costs due to the colony 3 module. I agree that colony module 3 is absolutely necessary for midgame expansion, but due to the huge huge time it takes to field these transports, I stopped combining them.
Have you found a good way around it?
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Post by phantombudgie on Jul 14, 2014 17:44:26 GMT -5
jayte: I prefer heavily upgraded ships because I find it really frustrating when a shot misses. For defense against heavy ships, I like this next one. 1-3 hits to kill anything, these ships always have the highest XP in my fleet: Torpedo Cruiser [Cruiser] Level 6, Reactor 15 Durability 8/Shielding 3/Evasion 4/Sensor 2/Refuel 5/Guns 0/Torpedoes 6 Pilot 1/Stealth 3/Repair 3/Guns 0/Torpedoes 9/Warrior 0/Invasion 0 Weapon: Squid Torpedo, Armour: none Training: Torpedo Spread 2 No upgrades Sent from my GT-I9300 using proboards
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Post by squee on Jul 15, 2014 16:15:12 GMT -5
Of course heavily upgraded ships are good and all, but jayte was pointing out that invasion transports without Colony III are just as effective at invading, except they are much faster to build and cheaper than if you made them dual purpose. You're looking at an additional 60 CP and $76/turn. Isn't it pretty inefficient to build invasion ships that double as colonizers? Keep in mind additional maintenance costs for having damaged ships in red areas.
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Post by phantombudgie on Jul 16, 2014 1:50:51 GMT -5
Of course heavily upgraded ships are good and all, but jayte was pointing out that invasion transports without Colony III are just as effective at invading, except they are much faster to build and cheaper than if you made them dual purpose. You're looking at an additional 60 CP and $76/turn. Isn't it pretty inefficient to build invasion ships that double as colonizers? Keep in mind additional maintenance costs for having damaged ships in red areas. You are right, it would be much better to only have a few mixed purpose ships and more dedicated attackers. I am on my first game where I did not die quickly and horribly, so I am still getting myself organised! Sent from my GT-I9300 using proboards
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Post by Genghis Hank on Jul 19, 2014 2:21:48 GMT -5
Golden Horde Avionics is pleased to present... The Mk I Viper
(Groan all you want, I was a kid for the first BSG and the coolest thing in the show was when they said "Launch Vipers")
Class Fighter (Superiority) Level: 3 Mass: 3300 nominal Power: Class 7 Fast Reactor 2AP/4MP Build: Guns 10, Dur 5, Eva 5, Sen 5, Ref 5 Captain: Guns 5, Pilot 2, Stealth 2, Repair 2 Weapons: VM Whirlwind Mk II, Phoenix Def Pod Armor: Duranium Composite Protection: 8 Armor, +1 Eva, +1 Stealth Propulsion: High Speed Sail +1 Stealth, +1 Repair Trained Crew
Standard mission package consists of barrage, heavy, and explore.
The Mk I Viper offers superior speed and firepower in the early phase of mid game without sacrificing survivability. Damage is excellent due to the ability to double fire the autocannon and with the resources devoted, the shots rarely miss. The 4 MP allow an approach from outside of Torpedo range, as well as much as a 50% retreat after an alpha strike, thus adding to survivability. This fighter is difficult to repair, and should not be deployed without a carrier, even in faction space.
With 234 tons of unused mass, there is flexibility to upgrade the basic design with either the Blackrock defense system or improved guns when they become available. The Blackrock variant is known as the Mk Ib, the GC gun variants as Mk Ih (heavy) and other nonstandard variants as Mk Ix
We hope you will consider the Viper Mk I for your security needs. Coming soon, the Viper Mk II, build on a Fast Reactor 11 power plant.
Now to game strategy... After researching transports, mine 3 and exchange 2, I go through the tech to get all the pieces to build this as my first non-stock ship.
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Post by En1gma on Jun 3, 2015 10:41:35 GMT -5
I'm resurrecting my old thread... Keeping in mind that I get enough challenge from Normal, my designs are perfect for the games I play, but you may need to tweak them to your own needs. First up in (hopefully) in a long series of my veteran, well oiled designs: I give you the Longpoint Cruiser. It is a torp boat first and foremost, and this early version has been instrumental in holding back a wide front war against 3 different Xeno types on the Garden. This is a relatively inexpensive craft to build and maintain, running about par for Cruiser Class ships. Perfect for the early game, I have 3 different Longpoints over 20XP, and they are the reapers of my squadron.
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Post by En1gma on Jun 3, 2015 10:48:01 GMT -5
Next up, The sister class to the Longpoint. Again, this is a First Gen incarnation of this vessel, and is more than capable of holding the line well past First Contact. More than just a handsome face, the Hardpoint is capable of both offense and defense, and it frequently gains a counterattack against assaulting Xeno warships. My fleet consisted entirely of these two vessels until I was able to research enough tech to make my mainstay fighter craft.
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Post by En1gma on Jun 3, 2015 10:54:52 GMT -5
Next up is the Shrike Fighter. Its 2/4 Reactor makes it a highly mobile weapon platform, and is able to both screen enemy ships and perform hit and run tactics. Its main weapon makes this vessel more than capable of eliminating all but the most hardened Xeno ships in a single turn, and it is still effective against Level 4 Jyeeta ships, which you may know have INSANE amounts of armor. This is my premiere fighter craft, and one that I make every single game I play, as I have yet to find a more effective version. The guns on these ships are seldom quiet, as they are extremely successful with the counterattack roll. Expect to see +25 Damage per hit with this craft.
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Post by En1gma on Jun 3, 2015 10:56:44 GMT -5
I am almost finished with the second round of Reactor Research, which will allow me to bring some INSANELY upgraded versions of these vessels, so stay tuned for the next round!
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Post by tenbsmith on Jun 3, 2015 13:19:53 GMT -5
I can see the Longpoint pic, but not the pics for Hardpoint or fighter. I might be the only one with this problem due to the filtering software my company has put on my laptop.
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