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Need some tips on fleet building

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12 years ago
Apr 14, 2013, 9:50:54 AM
I need some tips in building better fleets.



1. Armor vs Defensive Modules. I personally favors using +hp armor modules all the way and never use defensive modules. I'm not sure if this is a good way of doing things, since it renders the battleships' bonus somewhat useless. Also, what is a good ratio on weapon vs armor/defense modules?

2. Uniformity or diversity. Is it better to make a bunch of templates per ship class, or is it more practical to stick with one or two templates per ship class?

3. "Special" modules. What is a good way of utilize repair, invasion, and scout modules?

4. Fleet composition. How should fleet composition be balanced among different classes of ships? Can you share your different kinds of fleet prototypes and their goals?
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12 years ago
Apr 14, 2013, 10:31:36 AM
1. This more a exotic Strategy me personally only use it when playing as the UE cause of the synergy. The way more common way is Defense > HP Armor. From the Defensive Modules the anti lazor modules are commonly the most of the installed defensiv modules on an omni tank and the others defensivs only the half or a third out of the lazors.

2.See what your enemy is building what loudout he is using. Adaption is the key.

3.Repair is good if u have high HP ships...others wise its not that important. Invasion modules are with the current game version not neccessary imo to invade a system fast. I never use Scout modules...why should i?

4.Me personally have only little varations among one particular Fleet just putting some smaller ships together with bigger ones so the enemy fleet seperates fire and dont concentrate on the big ones.
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12 years ago
Apr 15, 2013, 4:11:58 PM
So far I personally have had more focus on offensive ships with large amount of hit points with the aim of kill the enemy before they can get too many shots out. Kind of a brute force tactics but is has been effective for I normally focus on a lot of science for military power to overwhelm the enemy.
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12 years ago
Apr 20, 2013, 1:20:19 AM
To me the key is to keep my fleets upgraded to the latest researched tech. I use defensive modules and rarely use +hp modules. I keep an eye on what the enemy is using for offensive weapons and adjust accordingly. Normally the they will start with projectile weapons, so I start with deflectors. Then I will switch over to flak when they switch to rockets, etc. I will install from 2 to 4 defense modules (flak, shields, deflectors) as needed on my medium to large ships types. I notice the battle cards seem to have more effect if you have defensive modules installed, such as +20% to shields, not sure if this is built into the design or not, but it seems to make a difference to me. I normally make one of each type of ship and continue to upgrade them as I research tech. This means you need to have a way to quickly increase dust production to purchase the upgrades.
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12 years ago
Apr 20, 2013, 10:56:56 AM
Well, I do want to maximize the effectiveness of fittings while minimizing times spend on researching different chain of techs in the military branch, hence my favor in omni-tanking. I'm still wondering what's a good ratio of weapon vs defense modules? I personally like to minimize ship building so I'd like them to last long, so I usually used 1:1 in weapon vs armor module ratio, though I'm thinking it probably is not optimal.
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12 years ago
Apr 22, 2013, 11:18:50 PM
Fleet game play is my favorite (and most intricate part of the game) for me.



So I'll tell you how I do it:

(Assuming you have reached the end of the tech trees. If not, make small adaptions where needed.)



1) 'Marine Core' : These ships make up the rough and tough ships of my fleet.

A) Dreadnoughts: 8 modules of laser defenses, 8 modules of deflect defenses, 20 Flak modules, 20 kinetic modules, Repair module, power module, fill the rest with HP modules

B) Cruisers: 5 modules of laser def., 5 modules of deflect def., 10 modules of flak, 10-12 beam modules, repair module, power module. Fill the rest with HP

C) Composition = 3 Dreadnoughts, 5 Cruisers

D) Strategy: Use with 'Barrier' Battle Card for all phases. This usually counters AI and will boost your already considerable HP.





2) 'Navy' : These ships have more defense modules than HP modules.

A) Dreadnoughts: 16 modules of laser defenses, 16 modules of deflect def., 20 modules of flak, 15 missile modules, 5 beam modules, repair module, power module, fill the rest with HP

B) Battle Ships: 10 modules of laser defenses, 10 modules of deflect def., 15 modules of flak, 10-12 beam modules, NO REPAIR, power module, fill the rest with HP

C) Composition: 3 Dreadnoughts, 5 Battleships

D) Strategy: Don't diss those HP modules, because if your defense cards are countered in battle you would be screwed. (Hp can only be Increased by battlecards, never de-creased. This can make them a very reliable source of defense.)





Well, I could write chapters more and turn this into a Sovereign wall of text, but maybe another time.
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