![]() ![]() I was very surprised when the Amoeba AI threw some largely unarmed tanks at me and if I didn't bring my best hero-enhanced fleet against them they'd be healed up with more health AFTER the fight. Now, if you're going up against heavy hull, armor, and maybe even repair then long range kinetics will do amazingly inferior damage and fail to bring down the opposing dreadnoughts. An M optimized kinetics will mostly make pretty fireworks at LR and MR, but they'll rip you at M. A hero-enhanced fleet of smaller ships with kinetic M weapons will wreak havoc on your fleet if the smaller ships survive to unleash their fury at M range. Kinetic LR is certainly the way to go early game, but you'll often encounter the same "many smaller ships" in late game. If the scenario is that you're up against a swarm of smaller kinetic opponents, especially if they're optimized for Melee, I find that having LR kinetics can swat them from the sky before they get close and destroy you. Here's my experience with this choice (kinetic at long or short range): But whether you actually go for LR kinetics depends on the composition and abilities of the opposing fleet. Kinetics do sweet, sweet damage at Melee range. In terms of raw stats Long Range kinetics do the least damage. Does anyone know how to show which of these is actually true? In other places on this forum I read that consensus says that despite the intended game design, kinetics at long range are even more effective than missiles at long range. So here I read that kinetics are ineffective at long range. You can never have enough ships, especially when your score starts to soar and the jealousy leads to war being declared on you. I upgrade when I can and constantly have at least one planet building ships to help replace losses and keep building more fleets. ![]() So I may lose a ship or two, but I wipe out the opposing fleet. With a mix, it is a bit more perplexed and spreads it's defenses out and has less offense on its ships. If I focus on one weapon type only in my fleets, the AI actually gears its defenses all out for it. Big thing I noticed is that missiles don't fire if the enemy chooses to retreat, hence why I like beams as well. Despite firing only once per round, though, missiles are really powerful and help to take out a lot of enemies early in the fight, which is why I favor them. The Kinetics actually fire 3 times per round, but are so ineffective at long and medium range even if you choose them for those ranges. What I found in another post is that missiles fire once each round, beams twice per round. At 5 command points, I go 3 missile ships/ 2 beams, at 8 command points, 5 missiles / 3 beams, and so on. The missiles are always Long range - that's their most effective range, and Beams at medium for their best effect. M would be all missiles, B would be all beams (both with the same defenses, which is kinetic block early and then shields and flak later). For instance, I would create a design called M-Destroyer and a design called B-Destroyer. Personally, I like to focus on one weapon per ship design and mix my fleet up with them. My main concern is combat and the ship building. So if anyone could help me get a better grasp on this game I would appreciate it. I am new to the 4x genre and have only been playing this, pandora, and the last federation for about a month or so. Most of the other posts everyone is using abbreviations and not specifying what range they are setting their weapons systems to, so while I read some of these other threads, sometimes I was lost. My research seemed to be ahead of most other empires, maybe this is why I was winning? For instance mid game with Sherydyn 1 dreadnaught, 1 cruiser, 1 battleship, 1 destroyer and 6 or more corvettes all with balanced setups, my fleets rarely took any damage and destroyed other fleets. I have been playing single player against AI's and doing moderately well but I was using kin, beam, missiles on every ship, along with def, shield and flak, my defense was 95% effective while my off was only 9% effective using all ships but the colony ship. I am new to endless space, so correct me if I am wrong but the first phase is long range weapons only, second phase med range and finally melee in the last phase? When some of you are talking about one weapon per ship design are you choosing all long range or med? Or are you choosing the most effective range for that weapon type? Most battles in my experience, especially late game are resolved in the first or second phase. ![]() So I have read through several threads and the discussions therein. ![]()
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