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Best build for ships ?

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9 years ago
Nov 15, 2015, 5:17:21 PM
So i just bought endless space with the disharmony DLC and its great i was playing with the sowers since they seem cool and all and i was the 1st on fids after 100 turns but i was getting stomped on space battles so i wanted to ask whats the best build for ship to ship combat i usually spam a lot of bcruisers with long range kinetics and 2 or 3 deflectos, coupled with a tonning and a repairing module its that right ?
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9 years ago
Nov 17, 2015, 1:20:04 PM
A question closely related to this one: I see posts from 2012 complaining that small ships with no defense and only kinetics will beat any other composition assuming equal tech. Does this remain true now or have things changed since then?
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9 years ago
Nov 17, 2015, 2:36:41 PM
I prefer to ignore LR kinetics to be honest; they seem cheat-y.



From what I can tell, you just seem like you don't have enough defense modules on your ships. 2/3 defense on a battlecruiser really isn't enough to survive anything, and don't even bother with repair modules. Just use the repair battlecard on every phase and 99% of the time you'll be golden.



That all being said, here's what I usually use:



Corvette: don't bother usually

Siege Destroyer: 2-3 of each defense module, 2 elite invasion module, tonnage module, and as many siege kinetic modules will still fit

Destroyer: 2-3 of each defense module (depending on what the enemy is using), tonnage module, 2 medium range beam modules, and max out as many long range missile modules as possible.

Cruiser: 4-6 of each defense module (depending on what the enemy is using), tonnage module, 4 medium range beam modules, max LR missile modules, and 1 battle-focused bomber

Battlecruiser: 5-7 of each defense module (depending on what the enemy is using), tonnage module, 5 medium beam modules, 7/8 missile modules, and as many fighter modules as I can fit on

Dreadnought (warfare configuration): 10+ of each defense module, tonnage module, 3-7 beam modules, 2 battle-focused fighter & 1 bomber modules, max out LR missiles (usually around 15 or so depending on tech.

Dreadnought (carrier configuration):12 of each defense module, 2 elite invasion module, 1 fighter, 1 bomber modules (balanced), max out on beam modules to fill whatever remains.



Not saying this is the perfect configuration for ships, and it'd probably lose to a player using nothing but LR kinetic modules, but this is just how I've always done things VS the AI and I usually come out on top. Don't bother going to war with anything less than tier-2 weapon and defense tech though. Anything less and the AI will just roll all over you



Honestly though: even in fights that you think you're going to lose: staying around long enough to get off a single volley of LR missiles with this configuration is usually enough to wipe entire fleets that the AI will throw at you. Honestly the beams/missiles could probably all be swapped out for your choice of variance but I just find good mileage with this setup. Even if you lose ships, once they've expended missiles, their entire damage round is dispensed for that phase.
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9 years ago
Nov 18, 2015, 7:45:06 AM
I found Scourgeclaw's ship descriptions fascinating because it's probably the opposite of what I do. I'll have to try some of his suggestions in my next game.



However, to give the OP another option, here's what I do:



Corvette: 1st generation - 1 deflector, the rest long range kinetics

2nd generation - 1 of each defense, long range kinetics level 2

3rd generation - same as 2nd gen except all defenses level 2

4th generation - same as 3rd generation except add tonnage module and armor; sometimes for variety I'll use long range beams or missiles. I often still build some 3rd gen ships since they are a lot cheaper; tonnage modules are pricey!

Destroyer (Troop ship): 1st generation - two elite troops, level 2 repair, rest siege

2nd generation - same as above except level 3 repair

Cruiser (Bomber): Siege only (usually level 4 before I build bombers!)



That's it! You'll note that all my ships for battle are corvettes. (Some races, Sophons I think, you'll want to use destroyers instead of corvettes).



I use a custom race that includes sniper level 3 (15% accuracy boost).



I'm not saying this is best, but I have had success with it.



By the way, one big problem with missiles is they won't hit if the enemy retreats. Playing Sheredyn (or a Sheredyn-affinity custom race) will eliminate that problem. Or you can simply use long range kinetics like I do!



I don't use tonnage modules early because they are so expensive. However, once I have a powerful industrial system or two, I will go ahead and use them. They really help give your ships an edge in combat since they make them stronger without increasing command points.
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9 years ago
Nov 20, 2015, 3:29:41 PM
My ship loadouts are built around the idea of a more adaptable "Jack of all trades" fleet, rather than having a specific focus for specific ships. One of my fleets typically can handle just about any configuration of enemy ships well, but when faced with something like a full LR Kinetic ship fleet, would probably be destroyed. Seeing as I've only ever fought the AI however, this hasn't ever been a problem
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9 years ago
Feb 8, 2016, 10:51:16 AM
I am writing about Disharmony addon.

I have tried every race, but I prefer Sheredyn affinity (no retreat, no breaking deals etc.)

I started with long range kinetics. When I got to dreadnoughts my configuration was: 10 defences of each, one armor, one power, 4x point defence, rest was weapons of one type.

Later i switched to MR beams. They are more useful in M and LR (MR weapons have greater accuracy on other two ranges)

MR and M weapons have one giant adwantage... they can be used with the Hero card that increases the efficiency of next card by 300% (pretty obvious that you cannot boost a card used in LR)

Missiles are only good at LR configuration so the the only options are M Kinetics or MR Beams.

The 300% boost and EMP that reduces enemy defences (only shields and Flaks) by 60% makes a really good job.

As far as I remember there is only one Hero card that can reduce defences against kinetics (it reducess all the defences) so MR Beams are my favourites.
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