ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I wanted to discuss key differences between the varying module layouts of the different race's ships. From more defensive mods with the unfallen to some ships with a hell of a lot of weapon mods such as those of the riftborn, I was wondering what the experiences are from the community as to which ships really shine in certain ways and which do not. Personally, I've found less success with Horatio ships in terms of offensive power and only middling capability on the defensive front. The riftborn hunters, with their high number of weapons slots, tear apart opposing fleets but leave me wondering which hull types if any would target them first to mitigate this strength. The UE ships as well as those of the Voydani seem quite versatile, as do the Craver's ships to a lesser extent. These thoughts admittedly come from limited experience and I look forward to your impressions!
From a riftborn point of view, I find that a fleet of Hunters and the small protector ones (maybe coordinators would work better but I haven't done any math on the subject) work well, but you must make sure that there are jammers on the protectors as the enemy will sometimes target your hunters anyways and losing even a single hunter takes out a good chunk of your damage output.
That fleet of protectors also has several support module slots so if you have the resources for it you should have flotilla shields and move speed (if you have enough move speed modules in total you can afford to put an intensifier on your hunter, giving you an extra ~half thousand damage, but since the riftborn hunter has only one support module this may not always be a good idea).
To kill this I suppose what you'd have to do is A) know that it's coming and B) try to guess which of the 3 flotillas the hunters will be on, then focus them down. As I have little experience myself, I can't give more insight than this.
The vodyani protector has a ton of module slots, which you can use to leech the hell out of whatever poor civ spawns next to you, and their hunter has a lot of damage as well.
The AI's preference for small ships means that the Vodyani coordinator and it's 3 (maybe 4?) squadron slots aren't as useful so I rarely build them, but 4 squadron slots I think surpasses some of the actual carriers from other races. Aside from this it's not terribly tanky and since it's a coordinator it will be shot first, another reason to not use them much against AI.
Do you have any insight on setting every ship to the same lane as opposed to separate flotillas? I've seen more than a few people mention doing this on these forums.
Ships that really shine, Vodyani and UE Coordinator's, upgraded or not... Tier 2 Lumen small Attack ship, and probabably vodyani carriar.
The reason the coordinators here are so strong is utility + damage, the riftborn hunter is the true glass cannon in the game, but as far as versatility survivability and damage output, the winners are the coordinators of UE and Vodyani by a mile.
The reason the coordinators here are so strong is utility + damage
Maybe the google doc I saw was wrong but it doesn't appear that those two coordinators have all that much more damage/utility than lets say the craver coordinators. The only difference I see there is about a 10% lower max health pool. Is it that health difference that sets the UE and Voydani coordinators apart in your eyes?
Do you have any insight on setting every ship to the same lane as opposed to separate flotillas? I've seen more than a few people mention doing this on these forums.
In combat (pre-) starting screen, you can choose advanced combat options (a "+" symbol). By chossing these options a new screen pop us. There you can choose to change the battle tactics card and to reorganize your 3 fleets (fleetlanes) by simply drag and drop the ships.
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