If you have WH stations it's a good idea to have a close-range BB fleet sitting at a station just waiting. I usually go pure in each category and then they combine into battlegroups according to need and opposition (thus pure disruptor-ships and pure plasma-BBs combined will tear through shields and then eat through armor respectively while being defended by PD specialists). Be it long-range beams, short range massdrivers or plasmas (if you like to play the WH Hot Drop game) or disruptors doesn't matter. Specialist vessels: This can be PD heavy ships, scout/fighter carriers with support (to deal with hostile attack-craft and missiles at range), pure support-ships with a specific role, tank and stance etc.ĭamage dealers: All into as much DPS as possible and all buffs to fire-rate and damage possible (combine with the correct spaceport modules during production and a good admiral). Never put support modules on fighting battleships as they cost you 2 large high tier energy weapons in DPS due to power (and the auras doesn't stack that way so it's just a waste). I class and focus on roles.Ĭarries with reppers, fighters and everything else into tank and some PD if power left over.ĭreadnoughts: If facing missile/torp enemies I go with full armor-tank and when/if neutronium is available you can get a bit over 80% damage reduction which makes these formidable sluggers. They are best when sent in as a separate force trailing the basic battlegroup joining in after first battle contact has already happened. Enough of them and you have a Alpha-strike monster squadron to beef up any other battlefleets. I have a flagship early in game type II weapons and that one alone cost 31 in energy/mineralĭestroyers can take the role of long-range hitters with their single L slot for a cheap price. But the Bigger in the mod i cant figure out as you cant as i like mix classes it simply isnt naval cap or even intresting terms of maintainance. I also tend to specialize with ship classes as 1.PD, 2.Torp/missile.3 massive firepower loadout boats in range cruisers to Corvettes, the battleships i have 3 classes 2 types or carriers 1 Massive Firepower boat. All strike craft squads now have 8 fighters each instead of 4. All military stations now include an optional 6-hangar section. New research projects added for the Carrier, Dreadnought, and Flagship class ships. Advanced Zero Point Reactor - More power at double the cost of the regular zero point reactor. Battle Fortress - A larger and more powerful version of the Fortress, for heavier enemy fleets. Flagship - Largest ship type with very heavy weapons and a very high cost (See below). Dreadnought - Massive ship with a huge weapons arsenal amd optional hangar section. Carrier - Featuring an 8-hangar central section and a few extra weapons. Light Carrier - A cruiser-sized carrier featuring a 4-hangar central section. I am play a mod yes with serveral types of shipclasses:īattlecruiser - Larger version of the cruiser with the same stats as a cruiser but more weapons. What's a dreadnought class? =P Sure you aren't playing with some mod? If strike craft gets fixed/balanced, they might earn some use as fast carriers. Not ideal for decisive battles but can be dumped into a major battle for supplementary firepower they have enough evasion to survive some fire.Ĭruisers. Best ship class for raiding / countering raids. Best used to provide your fleet with point-defense and to bring shorter ranged weapons to bear (like Disruptors to compliment energy lances).ĭestroyers: good speed, decent evasion, and has access to L slot weapons. Cheap and easily replaceable so you can replenish losses fast in a drawn out war. High evasion and speed means they can sponge up your opponent's fire like nobody's business. The best roles for ships, at least in my experience, seems to be:īattleships: either as command ships (with the buff/debuff aura generators) or as long-range DPS ships (they have lots of L weapon slots for endgame weapons like Tachyon Lance or Focused Arc Emitter)Ĭorvette: your bread-and-butter screening ships.
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