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[Discussion - Poll] Do dedicated support ships have a place in your fleets?

I almost never use support ships
I use support ships sometimes
I use support ships often
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13 years ago
Jun 11, 2012, 1:12:33 AM
i often use them as they are intented keep some aside my fleet sometime merging for repare and then boost moving capability
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13 years ago
Jun 25, 2012, 2:04:17 PM
My fleet make up end game usually looks like this 4x Corvettes, 4x destroyers, 3x cruisers, 2x battleships, 1x dreadnoughts. The mixed set up works wonders for me, and ALL my ships have repair modules as the repair during battle phases allows me to ignore the Nanites card entirely unless I am getting really borked. Thats the beauty of this game though you can decide what fleet make up workd for you, but all I have to say is I would never chose a monohull fleet after seeing the wrecking ball the mixed fleets are. I also have make two different types of ships out of the combat ship classes, one lacking engines and loaded with defense mods and armor, and another with engines with a less armor and defenses but loaded with weapons. I usually use the non engine fleets as my backbone for defense and assault, while the Fast Attack Fleets or "Taffy" fleets as I call em, I use as highly mobile strike force able to respond to hot spots around the galaxy.
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13 years ago
Jun 24, 2012, 10:11:50 AM
One time i built two fleets, one combat fleet, and one invasion fleet.

The invasion fleet consisted only of cruisers with almost entirely invasion modules.

Problem was that invasion time was the same. So the invasion fitted cruisers were completely redundant. This is not in the latest patch so they may have ninja fixed it, but i somehow doubt it. To me it seems like invasion modules dont do anything, its based on what hulls are doing the invasion or something like that.
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13 years ago
Jun 24, 2012, 1:44:17 AM
i'd like to use support ships for invasion and engine, but i see no point for adding sensor due to system sensor are good enough for me =)



extra opinion on ship (after reading much peoples talking about titan/mothership etc), i hope i could get a special ship (ship type/ready made ship) for each faction regardless the size of the ship. is that possible?
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13 years ago
Jun 14, 2012, 4:40:59 AM
Honestly, early game they seem useful, but as enemy guns get better (any type) the support ships just don't cut it. I'm usually better off running slightly different combat ships and I like to throw a scout or two out ahead just to make sure I'm not going to lose a fleet to something with the perfect hard counter to my defenses.



The best I've managed to come up with is an ultra tough (as good defense in all 3 types as I can get) with some armour if one or two of the types are behind in tech, oh and like one weapon so that the enemy still target it. These soak up enemy fire, while the larger ships deal out the pain on an unbelievable scale. At first I was worried about this approach, but as long as my scouts let me know my enemies' weaknesses, then I'm golden.



Honestly I haven't come across an enemy who has all around defenses yet... not that that would be a problem... for a battleship loaded up with one weapon type.



The only two ways I've been able to counter an enemy using different ships loaded with different weapons is with a hero or dumb luck. IE: my scouts find the hard targets to take out first, or I send in my hero with the toughest fleet I got and hope it holds together. If the enemy focuses their weaponry, then it's easy with my scouts poking them in the ribs.
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13 years ago
Jun 11, 2012, 5:46:09 PM
I tend to use the cruiser model a lot, equipped with loads of Health-plating (around 10 to 15), one power module (those damage-output-increasing thingies smiley: ohh) and, due to the fact that I am mainly playing Hissho, tons of Kinetics. Works pretty well in the first stages of the game. Those ships are able to soak up quite much damage done by enemies, aswell as melting their fleets away (to a certain point in the game ofc. Dreadnoughts are for sure better than my cruisers :/).

So my basic 7 CP fleet contains 2 cruisers + 3 standard Warriors (adjusted to the higher generations of weapons ofc).

You maybe should give it a try, cruisers ain't that useless ;P.
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13 years ago
Jun 11, 2012, 6:14:43 AM
i have a scout class corvet, onmi laser death destroyers, and seige cruisers. i actually rarely use capital ships.
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13 years ago
Jun 11, 2012, 3:38:38 AM
I'm playing around with support ships at the moment, but the combat system makes me pay for it just about every time.
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13 years ago
Jun 11, 2012, 2:57:32 AM
I generally have invasion ships and a single support ship with heavy defenses first a destroyer then end game a cruiser. I have to say repair ships are a bit underwhelming at the moment till late game but i still like to have a them to soak damage as I load them up with defenses and they are quite a bit cheaper to produce then my combat ship.
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13 years ago
Jun 10, 2012, 3:25:04 PM
Sometimes I wonder about the Corvette and Cruiser hulls. I know that if we're only going to start with one combat hull than one of the obviously has to be first, and it makes sense to start with the lesser of the two small hulls so we have an incentive to research towards the better one, but are corvettes really worth it? What about cruisers? I know that cruisers have the advantage of being our first bigger ship (again, presumably there would be less incentive to ever get to them if battleships came first), but what about their use as a support platform? I could think of some excellent uses for a mid-sized ship with cheaper support modules, unfortunately I never ran the numbers to see if cheaper support or defenses would be more useful because what I wanted my cruisers to have would be engines, sensors, and repair modules. smiley: frown



I know that the hulls can have their use (corvettes as scout or repair ships, or inexplicably speeding up the entire fleet; cruisers as invasion ships or ships beefing everyone's damage up), but are we really going to put more support modules on these things than defenses or weapons? The problem is they could towards our cp and stand in the battle line with all the other ships.



I don't design very complicated fleets myself: dedicated combat ships do it for me. Need to invade a particularly difficult system? I'd rather build two fleets I can use for battle afterwards rather than one fleet specced for invasion, but I'm not sure if that's a mistake or not. What support builds have you all found useful?
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13 years ago
Jun 10, 2012, 11:12:49 PM




A condensed screenshot of the Pilgrim homeworld after just one turn of invasion. Oh yeah. Invasion support modules definitely unneeded. All it had for defense was the Stealth Construction improvement, but come on that's a huge amount of progress for one turn. Yes, it's true that I have a hero with +80% to Invasion Strength leading that fleet, but the fact of the matter is five of my standard battleships (one got popped by missiles) can take the enemy homeworld in four turns at 150 turns into the game.



Invasion support isn't needed early, it isn't needed late, it just isn't needed.
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13 years ago
Jun 10, 2012, 10:21:11 PM
Nosferatiel wrote:
I like to have one ship in fleet with an engine- and a sight range-module. So I can see what's coming at me and intercept/flee faster.




Agreed, especially near the beginning of the game, when the sight range seems to prevent pirate spawns within its radius. I've started to gravitate toward larger ships when they're available, after jumping of the glass cannon bandwagon (quite the reversal for me, since I used to be a staunch glass cannon advocate), so I like to throw in a repair scout when my fleet cap is an odd number.
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13 years ago
Jun 10, 2012, 9:31:06 PM
I like to have one ship in fleet with an engine- and a sight range-module. So I can see what's coming at me and intercept/flee faster.
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13 years ago
Jun 10, 2012, 8:26:35 PM
pdxsean wrote:
I use support ships, more out of strategic tradition than necessity. I'm not familiar with ship optimization (I've read a bit about the glass cannon strategy) so I tend to go with mixed sizes, because mixed forces work in other games (total war, civ etc) and I keep winning... so no need to change yet.




I agree mixed fleets all ways work out well I think especially late game when you can have destroyers with 1200 defence in a certain area. I think this makes sense because the enemy will all ways aim for the smallest ships first leaving the giant dreadnought with 5000 beam to just mess stuff up smiley: smile.



I think if your in late game or even mid game with some of the additional % tonnage research it is easy to have your dreadnought flagship with improved weapons and scanners without impeding your attack and defence. I try to have ships that use the support role but I dont see much point until you start using dedicated mixed fleets crusiers just dont have enough tonnage to waste 90 on scouting or engines.
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13 years ago
Jun 10, 2012, 5:07:30 PM
I use support ships, more out of strategic tradition than necessity. I'm not familiar with ship optimization (I've read a bit about the glass cannon strategy) so I tend to go with mixed sizes, because mixed forces work in other games (total war, civ etc) and I keep winning... so no need to change yet.
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13 years ago
Jun 10, 2012, 4:23:32 PM
Well the repair modules are not very good at the moment and only work in friendly territory (A variant of both would be good, each giving a unique bonuses)



I have never used sensors, ever in a design (And i don't see mush of a reason to)



I rarely use engines (Possibly just personal preferance) but one truly dedicated to fleet speed might be good for a 'Mothership' type thing.



But i have been known to build siege ships on occasion.



Overall i just build colony-ships and Omni-destroyers, which is a little lacking (Makes some sense for the cravers, but little beyond it.)
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13 years ago
Jun 10, 2012, 4:10:07 PM
I typically have one support class ship in all my fleets equipped with repair, sensors, and engine boosts. The only other class of non-combatant ship I built are siege ships, which are equipped fully with invasion modules. I don't send the latter into combat, only to systems after they've been cleared by the battle-fleets.
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13 years ago
Jun 10, 2012, 3:33:28 PM
I originally built a command ship to go in each of my fleets, with sensors and repair modules but I just dont bother anymore. At the moment they have no real use. I'd like to see more variety in ship types: command ships, repair ships, aegis ships (flak coverage for the whole fleet), carriers (eventually in an expansion or something).
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