Planetary Defense

What works

Hello.  I just got the game last week, and I am starting to climb the learning curve as best I can.  Since I am unable to search the forums, keep getting errors, I am just wondering.

 

What works when trying to build defenses around a planet?  I play Advent mostly, are the beam defense platforms enough, or would it pay off to do the research and get more advanced things like the hangar and ignore the beams.

 

What is the best way to defend a planet if you want to move your ships out?

13,040 views 3 replies
Reply #1 Top

If you're talking about AI, 3-4 hangars, 3-4 repair bays, and the rest beam turrets.  Fill the hangars with fighters. Put your beam turrets in front, with the repair bays and hangars farther back so they don't get primaried by everything.

If you've got Entrenchment, make sure to research the hangars' shield ability that gives everything around it 750 shields, and the Synergy tech for turrets which also gives them shields and a damage boost for each nearby turret (up to +1000 shields and 50% damage). Then throw in a Transcendia, close enough to the front but surrounded by the beam turrets and research its Meteor Storm and Mass Disorient abilities, and the AI will have a very hard time breaking it.

Reply #2 Top

If you're worried about the AI sending siege frigates to harass your planet, a single hanger defense will work just fine.  If you want something that can hold out until help arrives, repair bays are your best bet.  Beam defenses are a great way to soften enemies up and punish those who get too close to other structures, but otherwise are a tad costly given their limited influence.  I find against the AI that a phase jump inhibitor is always a good idea, because they have a habit of retreating the moment your reinforcements arrive, you can get a lot of free kills this way.

Reply #3 Top

I play the TEC pretty much exclusively, so I'll just tell what I use for them. 

I usually have two mutually supporting repair stations, 5-7 hangars, and fill the rest in with Gauss turrets.  All of these structures support at least 3 or 4 of their fellows.  If you play entrenchment (if you haven't yet it is totally worth the $10) starbases are a deffinite must for planet defense.  At least with the TEC there is an upgrade option (I think it's called auxillary government) that prevents the planet from being conquered while the starbase is still present.  Also you can upgrade the TEC starbase to hold up to 14 strike craft squadrons.  Entrenchment also has alot of upgrades for the Gauss turret, makeing it very powerful for its size and cost.  Entrenchment can also upgrade the TEC hangars to be anti fighter platforms, though if there aren't any fighters in range they will attack any enemy ship in range.  As for strike craft mix, I split it pretty evenly between fighters and bombers.  I find the bombers are great against heavy cruisers.

A defence like this can easily stand off an AI assault with a 400 fleet cedit fleet without any entervention by a friendly fleet.