Bottom line, imo, is that it's a cap that's good at crushing planets, and not too bad at fighting, what more do you want? Destructors might be better for the fleet space for bombardment, but a siege frigate is pretty much wasted space when you're in a fleet action. Assailants will outgun the Vulk in a fleet engagement, but can't bombard. So really you're getting flexibility. You've got the guns to scare off enemy fleets and the planet-cracking power to punish them for running away. Co
Dieinafire
To accurately assess the utility of of smaller craft in space combat, you have to understand their value in modern combat. Modern aircraft carriers permit naval forces to project power at a distance from their own operational range, at far greater speed than the carrier itself can operate. That's because the amount of firepower you can pack on a single F-14 or F-18 is enough to sink a fleet of ships. So, the question goes, why not simply fire the missiles and rockets from the ship its
An all disciple fleet is going to get shredded by an opponent using LRMs.
I would avoid early sale of metal, you'll likely run out of minerals before you run out of credits when you build up your early fleet regardless. Do scrap the capital shipyard, many minutes of the game will go by before you build your second cap, and the credits you recoup from scrapping it will pay dividends more than sufficient to cover the cost of another capital shipyard later in the game.
I get the first shield/armor upgrades after I've built enough ships to reach the second fleet logistics cap. Where upgrades get more efficient is that not only do they improve the survival of your current fleet, but all future ships you build. Weapon upgrades I tend to hold off a bit longer, they usually wait for prototype research.
Ostensibly the economic weakness of the Advent is counteracted by their superior culture technology, which means that what income they do receive is less vulnerable to waste, and their generally less expensive ships. While the Disciple is certainly tiny, it's actually quite effective from a unit cost and support perspective.
Yep. Phase Jump Inhibitors are key. They make the enemy (especially the rabbity AI) pay for incursions into your territory. Also, if you're in that position but have a resource advantage, just defend while you tech up. The AI enemies are very poor at researching, I have found, and with a heavily upgraded fleet with proper support cruisers, you can take on enemies many times your own numbers and win.
I go 50/50 for my carrier units in fleets, but a 2 to 1 ratio of fighters to bombers in my planetary hangar defenses. The main advantage of strike craft over other types of units is speed, not firepower. Strike craft can cross the gravity well to hit targets that are trying to avoid your fleet, they can chase down fast frigates and scouts, and keep putting the hurt on your enemies regardless of how they maneuver. Yes, flak counters them very effectively, but you can focus fire flak pret
Are you playing the diplomacy game? You need to do the missions given by at least some of the computer players, or they WILL just gang up on you.
Sticky post has a better reference for ship counters and what they mean.
Guerilla tactics are impossible in any RTS game, because by definition, a guerilla outfit is operating without an established supply base, in enemy territory. In other words, if you're relying in guerilla tactics to win, it means your home worlds have been conquered and your fleet is running around trying to inflict damage before the game ends.
As far as I know, there's no drawback to that plan, except the inability to conduct further deep tree research.
Frankly, I don't see the problem. Advent have a powerful endgame fleet, but since they have the weakest economy hands down, they'll have the hardest time teching and building it. So they just got as tough as you let them.
[quote]lost all of them to two lvl 5 caps[/quote] And what does levelling your cap ships have to do with this discussion?
A carrier fleet properly run needs 3 elements: Flak Frigates are STRONGLY countered by the tier 1 assault frigates, so any serious carrier based armada needs to have a good number of these.
I typically wait til I have 5 or so colonies in a line before embarking on a campaign to build tradeposts, however, once you have that, they pay for themselves rather quickly. They do require a considerable up front investment, however, between logistical slot upgrades and the trade posts themselves. Consider that any one tradepost will provide 1-1.5 credits per second. That means it will be 10 minutes or more before you see the credits you invested back. So if you're going to need that money fo
IMO, you want the Kortul Devastator if you're going to rush the enemy. You don't need to colonize the enemy worlds to defeat the opposing AI, you just need to crush his economy by killing his fleet and ravaging his homeworld. As you say, build your basic economy, get Assailants and build to the first fleet limit. Cruise to where you've scouted the enemy capital, and keep a good amount of money banked up to buy bounty on your opponent. Once you're in the enemy's home system, don
Spreading out is safer, imo. You don't want to have a single system get decimated and find yourself out of labs, for example.
Flaks actually have higher DPS, speed and hit points, usually for less supply. The trouble is that they have divided fire arcs and short range, so if you don't micro them, they'll lose. If, however, you move them on top of the LRF formation, they'll be able to use their guns in all directions, and should prevail.
If the map layout can make it easy to determine where the pirates are going to hit me, I'll happily build a pirate trap and use it to train new capital ships. The money I spend bolstering the defenses would likely otherwise go to bounty on enemies, and imo, that's just spending money on their training. Also, hangar bays plus phase jump inhibitors mean that every enemy incursion into your system is paid for in blood. Have you tried getting Returning Armada yet? It's a lot of fun, and the
[quote]10 frigates v 6 upgraded frigates[/quote] [quote]9 colbats will win against 6 upgraded cobalts[/quote] These are [link="http://en.wikipedia.org/wiki/Straw_man"]straw man[/link] examples of the most blatant variety. I have never advocated letting your fleet size languish for the sake of getting upgraded ships. What game are you playing where you built only 10 frigates? [quote]If, OTOH, you do want to compare cost-for-cost: lab is 750/60/80 and first research is 400/0/
More factions, each with unique tech trees, and more planet types.
You behave as though the costs for upgrading your weapons and the costs for fielding a larger fleet are similar, though. Nothing could be further from the truth. Your first hull upgrade takes all of one lab and 400 credits and 25 crystal. Compare that to the HUGE cost of building 150 supply in ships. While the fleet upgrade is comparable in price, the cost of the FLEET is by no means similar. Here's a more rational comparison: Compare the effectivness of a fleet equipped with the first
It's a game about the colonization and conquest of outer space. Real life has nothing to do with it.
Do both, imo. Lab structures are expensive, so going deep into the tech tree without buying up the low level upgrades (which are quite cheap anyway) is kind of foolhardy. Getting a larger fleet without buying basic upgades is costly on two fronts. First, you pay the up front cost of improving your logistics, second, the 9 to 10% tax on your economy for maintaining higher fleet deployment.