|
Post by abysmal on Sept 13, 2014 21:31:32 GMT -5
My walkthrough is about to enter year 1, so that means I don't have much time before I need to worry about the Xeno. Anyone have particular ship design strategy I could use for the walkthrough, or at least a brief rundown of how it works?
Sent from my MB855 using Tapatalk 2
|
|
|
Post by xdesperado on Sept 13, 2014 22:15:10 GMT -5
Do a Tanker
|
|
|
Post by fallen on Sept 14, 2014 8:39:25 GMT -5
Upgrading a basic fighter to an advanced fighter is quick and simple, and a good example of how to start getting into SD.
A Fuel Tanker is also really good one.
|
|
|
Post by Brutus Aurelius on Sept 14, 2014 15:28:03 GMT -5
I build Cruisers towards Torps early on with ligher railguns as the defensive weapon, Only when Xeno ships reach ranks 3 and 4 do I use heavier Cruisers focused on close combat.
|
|
|
Post by peely on Sept 29, 2014 5:02:27 GMT -5
My cruisers only seem to have space for one weapon (when I design them myself) yet the default design has both a railgun and torpedoes. Am I missing something or is my research just not advanced enough yet?
|
|
|
Post by Brutus Aurelius on Sept 29, 2014 5:38:50 GMT -5
You just have to add two different weapons, i.e. a torpedo and a railgun, for both to be applied. You cannot have two of the same weapon type.
|
|
|
Post by peely on Sept 29, 2014 6:12:46 GMT -5
Ah, so go to the weapon button twice and select a gun the first time and a torpedo the second time, for example? I'd just assumed that since there was only one button I could only add one weapon, in the same way that training has three buttons for three possible selections.
|
|
|
Post by Cory Trese on Sept 29, 2014 11:52:32 GMT -5
Ah, so go to the weapon button twice and select a gun the first time and a torpedo the second time, for example? I'd just assumed that since there was only one button I could only add one weapon, in the same way that training has three buttons for three possible selections. There was some discussion that the two weapon button designer was confusing. Maybe I made it worse with the current arrangement.
|
|
|
Post by xdesperado on Sept 29, 2014 11:54:58 GMT -5
Ah, so go to the weapon button twice and select a gun the first time and a torpedo the second time, for example? I'd just assumed that since there was only one button I could only add one weapon, in the same way that training has three buttons for three possible selections. There was some discussion that the two weapon button designer was confusing. Maybe I made it worse with the current arrangement. It took a little to figure out, perhaps having a bit better on screen documentation on how to utilize the single button to select multiple weapon systems/abilities might help. something like... Use button to select one offensive weapon and a second time to select defensive system. Select gun with first press of button, then select Torpedo on second press of button.
|
|
|
Post by peely on Sept 29, 2014 14:36:16 GMT -5
Ah, so go to the weapon button twice and select a gun the first time and a torpedo the second time, for example? I'd just assumed that since there was only one button I could only add one weapon, in the same way that training has three buttons for three possible selections. There was some discussion that the two weapon button designer was confusing. Maybe I made it worse with the current arrangement. It just seems a little inconsistent with the other screens in the designer. Wherever you have multiple choices you have multiple buttons, except for the weapons.
|
|
|
Post by peely on Oct 1, 2014 10:12:10 GMT -5
I've noticed that higher tech, more powerful components tend to have a greater and greater mass. This is partly off-set by the increasing power of the reactors, but I'm finding that I have to start sacrificing armour and sub-systems if I want up to date design levels and weaponry.
Am I missing something or will I have to either upgrade to the powerful but slow reactors or cut certain areas to allow the fitting of cutting edge tech in others?
|
|
vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
|
Post by vylox on Oct 5, 2014 16:41:32 GMT -5
I've noticed that higher tech, more powerful components tend to have a greater and greater mass. This is partly off-set by the increasing power of the reactors, but I'm finding that I have to start sacrificing armour and sub-systems if I want up to date design levels and weaponry. Am I missing something or will I have to either upgrade to the powerful but slow reactors or cut certain areas to allow the fitting of cutting edge tech in others? You will need to find your own balance for ship mass. I suggest specializing them to purposes. Fighters NEED 2ap Reactors for in-close combat. Cruisers and Capitol class ships need high mass reactors for torpedoes, but you can skip the gun or use very light ones. You don't always need the strongest armors. Sometimes a lighter lower cost and lighter armor is more useful. You can always balance it up a little by increasing shielding and durability. This could allow you some more flexability in your weapoins and upgrades. (on hard i dont put armors on my colony transports or invasion ships. its just not necessary. Just as you shoukdnt need more than the 5 armor cladding for fighters.). Those high number heavy armors can be nice for reducing damage taken, but some are just not worth the costs ... either because of mass or the total CP and maintenance rates for them a coupole of suggested designs that you can reach early. Fighter ckass ship. Level 1-2. Fast Reactor 5 (or any fast reactor with 2ap). VM Whirlwind. (either of these. they are super light and do solid damage). Pheonix defense pod.. Crew upgrade +8 water/fuel or +4 damage. Propulsion upgrade +2 armor or +2 damage or +1 evade Armor. Superior Durainium Cladding (5 armor, +1 evade +1 stealth). Heavy Barrage and gun barrage. Ship systems. 4-6 guns. 4 evade, 4 stealth, 3 shielding, 2-3 sensor. no need of torpedoes. Fill as you desire for durability guns evasion and stealth. Captain: guns, pilot, stealth
|
|
|
Post by khol on Oct 13, 2014 16:44:07 GMT -5
I can't actually build any of the ships I design. Any ideas? They don't show up as an option in the ship building queue.
|
|
vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
|
Post by vylox on Oct 13, 2014 22:38:36 GMT -5
I can't actually build any of the ships I design. Any ideas? They don't show up as an option in the ship building queue. did you not save them ?
|
|
|
Post by khol on Oct 14, 2014 8:38:19 GMT -5
I can't actually build any of the ships I design. Any ideas? They don't show up as an option in the ship building queue. did you not save them ? On the last page of creation, there is no " save" option
|
|