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Tips for ship design?

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12 years ago
Jan 9, 2013, 3:40:40 PM
ok people, i want to hear your voice about ship design, first off to or not to have 1 weapon system on your ship? what about defensive system?

also the Flak system shoot 3 times in turn right? does that mean i don't need to have mass number of them to stop enemy missile salvo?



still i take any tip or advice for ship design, shame about most of ship fitting are upgrade version, wish there is something to be choose like the repair system that all of them have different effect.
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12 years ago
Jan 9, 2013, 5:46:24 PM
Missiles are the most deadly weapon in the game on a basis of Damage per Projectile. Thus, I usually put flak the most into my ships. Second, Defenses first. Losing ships is expensive and not fun. Your weapons dont need to steam-roll the enemy in the first phase. Third, Beams have always served me the best. I don't use any other weapon unless in certain circumstances. Hope this helped.
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12 years ago
Jan 9, 2013, 5:59:59 PM
i stop using Missile when my fleet steam roll enemy because most of time they will retreat not fight and i can't put my damage on them, it's annoying about you can't counter the retreat card >_>

once i have 3 enemy fleet entered my system, i try to get rid of them but they just kept retreat and blockade my system which is damn annoy......



i found out Beam might be most best bet since it good at all range and best at mid which it come out in play fast.



just my opinion, kinetic weapon kinda suck since it fully effective at Melee range which it took long time to get there and you need to put 3 defensive module to make them get to Melee range.



combat kinda dull if you ask me.
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12 years ago
Jan 9, 2013, 6:08:24 PM
Corvette: half filled with kinetics until beams are researched, once tonnage boosting mod is researched, go ahead an go full beams, but don't use the tonnage boosting mod, that's for the destroyer. Cheap Glass cannon.



Destroyer: Filled with missiles, using the damage increasing power module, and then use the tonnage boosting mod to add more missiles. Expensive Glass cannon.



Cruiser/Battleship/Dreadnaught: Kinetics ship, use what ever design you like, I prefer to use repair mods to support the surviving glass cannons, otherwise use lots of defenses to sponge damage. The kinetics are to take advantage of the gap in defenses that usually is for kinetics, either you will get a lot of damage from the kinetics, or your enemy will be wasting defenses to counter them, making beams and missiles that more effective. Tank.
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12 years ago
Jan 9, 2013, 7:38:21 PM
as for big ship with lot of HP, add armor to them and use Repair mod would be better than try to use Defense mod? if hp restore rate higher than damage taken then it would made ship almost invincible to all dmg type. well i kinda like to use small ship anyway, main reason is they look epic when they mass warp in when battle start XD
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