Hi,
Two questions:
1. How do you design the most effective weapons package for your warships? I have found myself using energy weapons almost exclusively, and getting the best effect (or suffering the worst effect) by the range of the weapon. That is, I have very little success choosing less than the farthest range weaponry and trying to close to finish enemies.
2. What are appropriate tactics against battle satellites and platforms? I find, if I cannot out range them, they are almost impossible to take down.
However, I have a feeling these tactics are too one dimensional and wonder what others have chosen.
Talking about Weaponry
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- Sergeant - 7.5 cm FK 16 nA
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- Joined: Sat Dec 05, 2009 10:19 pm
Re: Talking about Weaponry
I'd like to know this too. I tried doing varied weapons but then found I was getting killed due to a lack of range. I have heard people using fighters as escorts with long range energy weapons to then allow another group fitted with torpedos to attack afterward.
Re: Talking about Weaponry
If you can't outrange them, use (a lot of) small ships (with torpedoes). Don't unload them at the beginning, wait till you get close.JocaRamiro wrote: 2. What are appropriate tactics against battle satellites and platforms? I find, if I cannot out range them, they are almost impossible to take down.
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- Sergeant - 7.5 cm FK 16 nA
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- Joined: Sat Dec 05, 2009 10:19 pm
Re: Talking about Weaponry
that makes sense. I suspect it will be a suicide mission for the carrier.
Re: Talking about Weaponry
You will probably need more than one carrier - some of them might survive.JocaRamiro wrote:that makes sense. I suspect it will be a suicide mission for the carrier.
Re: Talking about Weaponry
Would cloaking help for the fighters? Haven't tried that yet. I guess it depends on the battlestation's radar tech.
Re: Talking about Weaponry
There is no real cloaking, just some (inconsistent) glitches.Medway wrote:Would cloaking help for the fighters? Haven't tried that yet. I guess it depends on the battlestation's radar tech.
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- Sergeant - 7.5 cm FK 16 nA
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- Joined: Sat Dec 05, 2009 10:19 pm
Re: Talking about Weaponry
Clearly, I am trying to shortcut the process.
Bit:
What about the case in which your invasion is met by 300+ fighters? I am thinking lasers and shields.
Bit:
What about the case in which your invasion is met by 300+ fighters? I am thinking lasers and shields.
Re: Talking about Weaponry
Lasers, Blasters, etc. - preferably the longer range. Bozon gun is the must (on "top"). Have a fast ship and maneuver a lot. In the early game missiles (not torpedoes) are quite effective, but make sure you have enough reloads on board.JocaRamiro wrote:What about the case in which your invasion is met by 300+ fighters? I am thinking lasers and shields.
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- Private First Class - Wehrmacht Inf
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Re: Talking about Weaponry
This game has a nice series of measure/counter-measure steps in the research tree that keep from embracing one "do this always". Balancing between those is part of where the enjoyment is, and the game does a very good of introducing new components in the mid- and late-game that can really change strategies. Energy weapons are generally the easiest to play, BUT:
- Plasma Torpedoes give fast-moving fighters and bombers enough punch to take down capital ships or especially base stations very cheaply. Even at medium ranges, high speed can help fighters to evade a lot of energy weapons fire.
- Beam weapons are good for punishing small, fast-moving craft (e.g., fighters and missiles).
- Missile Traps introduce yet another wrinkle.
- Plasma Cannons have the best range and a nice Alpha Strike, but as range gets bigger and ships get faster, projectile speed starts to matter a lot too.
- MIRVs can do a real number on fighters and bombers.
- Replacement Fighters are much easier to rebuild at front-line depots--trying to build a replacement Frigate or Destroyer at a newly conquered world that only has 3 factories and an orbital dockyard will take 20 years or more.
- Different shield types can do a lot to change the calculation here in a hurry!