combat questions

what are y'alls early game strategies for equipping ships? Do you outfit them with nothing but weapons, or do you try to have a balance of weapons/armor? I'm playing on sub-normal, or something, and the PC is usually doing all weapons, they'll rarely have 1 armor but it happens. I usually try to balance my ships. I can't figure out which strat might be best for outfitting my ships. Like for instance, should I go for 4 attack, or 2 attack and 2 defense? I dunno...but it seems like armor might be wasted on smaller hulls, like medium and everything below, especially tiny here's another question...lots of small, cheaper ships? or a few big, more expensive ships?
11,506 views 9 replies
Reply #1 Top
Suggest that you equip at least minimal defense and at least an offensive weapon type that the AI you are planning to attack has a weakness in.

Then build a handful of these ships, form fleets with them and take out the AI. Fleets allow you to pool ships that you think might not stand a chance as individuals, but as a fleet... they pack a deadly punch.
Reply #2 Top
I build small ships, with 2 attach and 1 defense. Then a fleet of 7 constructors to put together a military starbase that will allow me to defend my planets in the early game where usually the AI completelly outguns me. But with 1 defense installed, the starbase assistance kicks in, and those smal ships (in fleets of 4) suddenly have 7-2-2 atacks and 6-3-3 defense which allows for a good defensive strategy until midgame. But by that time you'll have researched better weapons, bigger ships etc.
Reply #3 Top
BBBBBBOOOOOOOO!!!!

In my last game I was smashing the brains out of the Dreadlord battleships. The trick is WEAPONS! Defensive technology is just plain to expensive. For just 1 armour I can equip 2 phasors. Those 2 phasors means my enemy dies 6x faster than if I had used the armour. And to be fair when you can generally fit 2 weapons to each one defensive slot why bother?

I tend to use the following tactic, arm up, fly fast, strike first. Basically beef your ships killing power, speed up with abilities, and make damn sure you hit first everytime, hence the speed! A single alpha strike can wipe out a DL Battleship without them ever getting a shot off and thats with phasors and medium hulls.

J.

If defences were actually worth anything I'd use them, but in my opinion they are a waste of code. Especially in the early game.
Reply #4 Top
Hmmm
I disagree.
In my games, most of the time AI small ships will ignore the defences, and when they enter my starbase protection field, my ships are vastly superior to theirs, thanks to the defense.

And I should add, the pilots and crews would not come onboard their ships if they had no defences. I can see what would happen "-- here is you brand new attack ship, 5 lasers, high speed engines, beautiful design, even relatively confortable, etc Any questions? -- 'what about defenses, the drengin ships have powerfull railguns', --'hmm well, there are no defenses, and one direct shot and you are done, but, you are a very good pilot and I have full faith in you abilities! -- 'well sir, since it is such a good ship, why don't you pilot it against the enemy fleet? me and my crew will be emigrating to Canada shortly...'
Reply #5 Top
I like to make a heavy fighter with weapons only. Needs to be cheap. The whole point of it is, I can rush-build one quick if I see a transport coming. I try to get one in orbit around all worlds ASAP. Generally at this point I have no real enemies, and it may not be clear yet which armor to focus on b/c I won't know yet what the opposing AI is using for weapons.

As time goes on, I'll get better weapons and make a better weapons-only heavy fighter which I'll use as a true defender (in fleets of 3 or 4). By now I know what the AI's weapon strategy is so I'll start down a defense tech path.

Once I have the economy going I'll get bigger hulls and some more miniturization and build a corvette with a little bit of defense abilty.

From there, I just try to stay a step or two ahead of the competition. I don't go the conqueror route very often, but I am a strong proponent of being able to kick A if needed. Generally it makes the bad guys go pick on someone else, while I woo their teens into watching our lascivious music videos and lure thier adults into a state of complacency by nibbling away at their cultural values under the pretense of being 'socially tolerant'. Haha.

Reply #6 Top
On the low-end ships I aim for 1 defense. First reason is, one deflector is cheaper than 2 lasers. That can mean one less turn of production time on some planets. Second, what's the square root of 1? 1. So deflectors work on all weapon types.
Reply #7 Top
Interesting...I'm curious to hear more from people who are in favor of using armor

also, forget I said "early game" lets talk about small, medium, and large hulls...what are y'alls strategies for arming them?
Reply #8 Top
I usualy have a defence of one in each area since, as Tetleytea mentioned, the square root of 1 is 1. Also, starbases only boost stats of a ship if they have at least 1 in the area already, so 1/1/1 defence boosted by a basic combat starbase is 2/2/2... and it starts to add up from there.

It's easy to be out-gunned though if you go to heavily into defense. I usually research as far as the smallest space defense that offers 1 defensive power, and then stop there.

Keep in mind, I haven't gotten past medium hulls yet, as I usually get into a huge firefight and decimate the galactic economy.

-Dewar
Reply #9 Top
I'd say defenses are crucial as soon as you're dealing with enemy hulls large enough that you can't one-shot them, or when you're dealing with fleets of smaller ships. (This assumes approximate technological parity between the sides, or an advantage on your side. The Dread Lords and similar situations of overwhelming firepower are a special case.)

The reason is, if you can't wipe out their ships almost immediately, they're going to get to shoot back. If you have no armor, even if they're using low-end weapons they're going to do a significant amount of damage to you.

On the other hand if you've got a bit of defense you can substantially reduce the damage taken on the return volley.

Also, unless you know your enemy is using nothing but one weapon type, multiple defensive types of moderate strength seem to be more effective than a single powerful defense of one type.

Here's the math and assumptions: Assume you can only mount three defensive things, and all three trees are up to, say, rating 3.

Option 1: Specialization.
If you're specialized, you'll have defense of 9 against one type of attack. Cool, right? Not if they're using some other attack. In that case, your defense is only sqrt(9) = 3. That kinda sucks.

Option 2: Total Diversification.
Now you have rating 3 defense in all three weapon categories. That means against any attack, your total defense is 3 + sqrt(3) + sqrt(3) = 6.46. That's defense either 6 or 7 across the board, depending on how the game rounds. Granted, that a third less than you'd get in one category if you specialized, but it's one third *more* in both the other categories, making it clearly superior if your enemy or enemies make any significant use of multiple weapon systems.

Option 3: Partial Diversification.
You could put two defensive items into one category and one into another. Against your "good" attack, that would give you a defense of 6 + sqrt(3) = 7.73. So, 7 or 8, depending on how the numbers are rounded. One or two more than option 2. Against an average attack, your defense would be 3 + sqrt(6) = 5.45. So, either 5 or 6, depending on how the game rounds. That's 1 less than option 3. Your worst category would be sqrt(6) + sqrt(3) = 4.18. Either 4 or 5, which would be two lower than option 2. This is a good option if your enemies focus primarily on one weapon, with some of another. It is slightly inferior to option 2, though, if your enemies are evenly balanced between two, or use all three weapons systems.

Option 2 is the safe strategy. It requires more research effort, but you end up fairly well prepared for anything. Option 3 is also fairly safe if you don't want to fool with too many research paths, or your enemies are somewhat (but not completely) focused in their weapon usage. Option 1 is only particularly good if you're fighting enemies focusing almost monomaniacally on one weapon type.