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Riftborn fleet compositions (early, mid AND late game)

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7 years ago
Dec 26, 2017, 4:37:23 PM

When it comes to building fleets, the riftborn are a bit.. excentric. I need help determining what my fleet layout should be, how many ships of what role and what to equip them with. Usually, since I have massive production, I spam cheap fleets full of filler protectors and 1-2 attackersEdit: Hunters, but something tells me this isn't as efficient as it could be.


On a sidenote, how do the fleet movement and shielding modules stack? If I have several small ships each equipped with one, do they stack together? Or is it just whichever ship has more?

Updated 7 years ago.
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7 years ago
Dec 26, 2017, 9:35:19 PM

About the flotilla shielding and movement modules, they do stack as far as I know.


As for fleet compositions, it really depends on your resources. Say if you are loaded with everything I would go for as powerful of a fleet as I can. I would build 80% attacker, 20% defender.
Riftborn can equip the most guns of all races so you want to play to that strength. Their ships are glass cannons so you should equip guns wherever you can, I'd go for beams, one slot for the engine, for movement, then whatever's left I'd put intensifiers to maximize the damage output.

Updated 7 years ago.
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7 years ago
Dec 26, 2017, 10:41:39 PM

That doesn't work with the hunter hull though, due to the miserably bad ONE support slot. To put an intensifier on it is one thing, to have a fleet of movement speed boosters pushing and dragging it across the galaxy is another..

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7 years ago
Dec 27, 2017, 2:17:53 PM

The hyper specialisation of the Riftborn has its pros and cons, but more than anything what it requires you to do is have a fairly even fleet composition. You cannot just stack Hunters* as they only have one or two - with enhanced hull - defense slots, but they have unmatched firepower. They don't even need intensifiers, and actually having more emplacements tends to be a net gain compared to fewer high power ones. 


*If you have strategics and enhanced hulls you probably could just go the 'kill them before they kill you' route.


This is where my favourite modules Antimatter Lenser +10 chance to be targeted, and Adamantian Jammer -10 chance to be targeted come in. They are your lifeline as Riftborn since you do not want your glass cannons being focused down at the start of an engagement, so you stack a specialised defensive Coordinator to draw fire. With a ratio of about 2:1 attack:defense you end up with a functional fleet that, in my experience, has significantly more output than any other thanks to those Hunters. Throw a few Singularity Repair Bots on your supports also and you're good.


Regarding movement speed, there's little you can do except get fleet accelerators on your protectors. Stacking these is easy so you should prioritise the H-Field one and enhanced hull for your protectors ASAP to alleviate your movement deficit. Later you can also make use of Rip/Tear singularities and your enhanced wormhole movement from Riftborn 50 collection (it doesn't consume all your points, so you can continue moving after) to open some map dominance over other factions.


Their carrier is actually the most balanced ship, but I'd say nothing rivals the Hunter in sheer power. You just need to keep them alive.

Updated 7 years ago.
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