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Help with ship design - Defense Modules

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13 years ago
Jul 10, 2012, 4:46:10 PM
Hello.

I was just wondering.

How my defense rating is counted in fleet.



Armor and Beam defenses are counted on every ship because everyone can be hit.

But about FLAK defense. Can i build defense ship packed with flak weapons to protect my whole fleet?

Missiles are Missiles it doesnt matter where from anti missile rockets are fired.



TL;DR - Should i mount defence on every ship or can i have dedicated defense ships to protect whole fleet.



Please Help
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13 years ago
Jul 11, 2012, 11:57:55 AM
It's probably better to have ships with dedicated modules for defence, that effects all ships in fleet imo.
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13 years ago
Jul 11, 2012, 12:11:06 PM
There is a later game power mod that can be used to improve your fleet defense, otherwise you should be equipping every ship with at least one of each defense.
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13 years ago
Jul 11, 2012, 4:29:57 PM
I was wondering about this. Honestly for the most part I have been 'auto-modify' and all that really does it loads my ships with missile weapons. I have a very high MP on my ships, but really if I don't destroy almost the entire enemy fleet with my first missile shot, my ships start going down like flies.



So I was wondering what is the best setup to have? More on battleships and dreadnaughts. Should I make sure to get one of everything? One of each defense? What are some of the best builds people have had the most success with?
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13 years ago
Jul 11, 2012, 5:29:45 PM
My best successes would be in using many defenses, my last game had by battleships equipped with only 6 weapons...the rest was in on defenses....she was a beast.



Use all of the defenses, preferably 4 each, then fill the rest with what the enemy are using.



(But remember to adjust as the situation calls for it)
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13 years ago
Jul 12, 2012, 7:07:19 AM
Igncom1 wrote:
My best successes would be in using many defenses, my last game had by battleships equipped with only 6 weapons...the rest was in on defenses....she was a beast.



Use all of the defenses, preferably 4 each, then fill the rest with what the enemy are using.



(But remember to adjust as the situation calls for it)




It would be interesting to see how these ships fare against equal-tech kinetic battleships with just enough tank to stop your six weapons. Apparently kinetics tend to chip through the defenses even if you have enough deflectors to theoretically stop all the shots, and those stupid things hit HARD at short range.
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13 years ago
Jul 13, 2012, 3:26:55 AM
you have to tailor your defenses towards who you intend to fight. in my game i was fighting people who mainly used missiles (Cravers) after i beat them into submission i started fighting with the sophons who used laser weapons. as a result all my ships have at least 1 of every defense but they lean more toward shields.
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13 years ago
Jul 13, 2012, 9:21:21 PM
If I dont tech a specific weapon I prefer a ratio of 2:1 for my Weapons and Defenses of each Kind when my opponent is balanced too. But a lot of ppl. Focus on Beam Weapons so you have to change your Defenses to.
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13 years ago
Jul 13, 2012, 10:15:24 PM
I usually send a scout to attack my enemy to see what kind of set up they have. If they use tons of lasers, I'm going to build ships with mostly laser defense. If they use missles, then I'll build ships with more missles defenses. Most of the time, I build ships with kinectic defenses in the early game and ships with a combination of laser and missles defenses in the late game. Because in the late game... you usually kill everything before you even get close ranged, so why even bother with the kinectic defenses.
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13 years ago
Jul 13, 2012, 10:32:32 PM
landzai wrote:
Because in the late game... you usually kill everything before you even get close ranged, so why even bother with the kinectic defenses.




You might be amazed at what a race built like the Hissho can do with top-end kinetics at long range. Especially if you let them play the +40% kinetic damage card.
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13 years ago
Jul 13, 2012, 10:53:19 PM
Taliesyn wrote:
You might be amazed at what a race built like the Hissho can do with top-end kinetics at long range. Especially if you let them play the +40% kinetic damage card.




Not to mention that the longer they survive, the better you get!
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13 years ago
Jul 14, 2012, 1:56:38 AM
The best all around anti-AI ship I go for early on is a destroyer with 8 lasers, 5 kinetic deflectors (don't remember the exact name). This depends on whether you have hyperium or not (if not, I'll sometimes research the laser tech above, to remove the hyperium requirement, though it can take a while). This ship walks over all AI ships, including pirates, especially if you use manual, and repair it up. Glass cannons (ie. 13 lasers) don't work as well, in my experience.



I don't build any ships apart from scouts and colony ships prior to lasers, usually. Single player, I don't research any other weapon techs for ages, normally. I've have a fleet of 5 or 7 of these take down 10 AI 7 fleet stacks many a time, because they just use kinetic early on. Later on, the AI seems to get a clue and use different weapons.



Multiplayer, other people use missiles, which kill you early on, so either you use missiles too, or you defend against them. Missiles are annoying.



edit : defending against missiles : you've got to go all or nothing, IMO - there's no point putting on a couple of flak defences - the hit you get from the missiles overides that. They have a big power rating. If you know the enemy is using missiles, use lots of missile defences, a few crappy defences just takes up space most of the time. Either that or use no missile defences, and let your beams and kinetics do the work. This latter strategy only works if you have more ships than them.
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