What ships should be in fleets

I just want to know what types of ships other people think should be incorperated into each fleet.For example, I think that with a fleet of 100 ships you should have 50 frigates, 40 cruisers, 2-3 capital ships, and the rest would be support ships. So please list your opinions

7,783 views 15 replies
Reply #1 Top

Uhh...that's just too generic. It's a very situational decision. Also, I mean, are we including seige frigates in this fleet? Colonize ships? What? I think you have too few support ships; I usually try and have at least 5 of each support ship in a large fleet. But there's just so many options.

Reply #2 Top

 I meant assault fleets. Sorry, I forgot to mention that

Reply #3 Top

Well, I shoot for having like 10 of each ship and a couple of caps. From there, I add different ships depending on what I'm fighting; HC, Carrier, or LRM fill in blank spots.

Reply #4 Top

Evacuator. 99 things that shoot.

Reply #5 Top

I bring the ships that kill the other guys ships.  And a cap.

 

If you don't know what kills what, build a little of everything and cross your fingers.

Reply #6 Top

lots of cobalts

 

Ironicaly, thats actualy good fleet now, since everyone runs araund with the carriers...

Reply #7 Top

Usually, the following:

1 of each cap ship

16-20 long ranged frigates

8-12 anti-fighter frigates

8-12 heavy cruisers

2 of each useful supporting cruiser

4-6 light carriers

and, if need by, especially on harder difficulty settings, abuot 10-12 light attack frigates (aka, Cobalt)

Reply #8 Top

Just a question about the fighters and bombers.

 

Why i shouldt build Kanrak Assialants if i can build carriers ?

I mean my kanraks are dying very often, so i just want your 10 cents :)

Reply #9 Top

Quoting unicatsins, reply 8
Just a question about the fighters and bombers.

 

Why i shouldt build Kanrak Assialants if i can build carriers ?

I mean my kanraks are dying very often, so i just want your 10 cents
End of unicatsins's quote
Phase Missiles.

Assailants make up the backbone of my fleet because Phase Missiles are very powerful. Someone here did the math and found out that every 10% of shield bypass you research you get 18% more hull damage (the only damage that matters). This makes them the most deadly LRM in the game since they have the range over any other LRM and they have the damage over any other LRM.

So while your Enforcers are soaking up the damage (With Reintegration and Repair Cloud to heal them), and your carriers are keeping enemy strike craft tied up, your LRMs are shutting down enemy L. Frigs, Support Cruisers, you name it.

Reply #10 Top

Bu

Quoting Cataclysm2000, reply 9

Quoting unicatsins, reply 8Just a question about the fighters and bombers.

 

Why i shouldt build Kanrak Assialants if i can build carriers ?

I mean my kanraks are dying very often, so i just want your 10 cents Phase Missiles.
Assailants make up the backbone of my fleet because Phase Missiles are very powerful. Someone here did the math and found out that every 10% of shield bypass you research you get 18% more hull damage (the only damage that matters). This makes them the most deadly LRM in the game since they have the range over any other LRM and they have the damage over any other LRM.

So while your Enforcers are soaking up the damage (With Reintegration and Repair Cloud to heal them), and your carriers are keeping enemy strike craft tied up, your LRMs are shutting down enemy L. Frigs, Support Cruisers, you name it.
End of Cataclysm2000's quote

 

But dont use the bombers from the carriers Phasemissles too ?

Reply #11 Top

While it is true all Vasari strike craft use phase missiles, the Kanrak Assailants (and by extension, the Junsurak Sentinel) have an AoE upgrade to their phase missiles allowing them to strike multiple targets with one phase missile (if you ever notice green beams between hostile ships, thats the AoE upgrade - each missile produces a pulse beam that strikes nearby ships). At the same time, this upgrade allows the Assailants to fire from an even longer range and the Sentinels get this same area of effect damage on strike craft, allowing them to hit multiple targets per phase missile.

Reply #12 Top

Lately with advent, I typically end up with something like this, although Dominate tends to mix things up a bit (note: this is against the AI - I can't afford the addiction of multiplayer right now):

Cap Ships:

Mothership, Rapture, Halcyon, Revelation - built in that order typically.

Mothership - All abilities are fantastic but after 1 level of colonize, shield is the first pick and it gets upgraded at every opportunity after that. It's great at first, almost unfair when Advent shields get really nasty towards the end of the game.

Rapture - Usually comes along at about the time I've started adding drone frigates to the fleet. All skills are winners but Revenge is great at level 2 and up. Against the AI, I like to send it in first and let everyone acquire it as a target for a while, then the rest of the fleet follows and starts healing it up while it returns twice the damage heaped upon it on top of whatever it's actually dishing out without Revenge. The passive strike craft boost is great too.

Halcyon - Repel gives a huge edge in massive strike craft battles, and the cooldown reduction ability is phenomenal. I've actually started saving adept drone anima for last. It's nice but doesn't do as much for a large fleet. The Halcyon tends to come along as I'm adding my first Illuminators.

Revelation - This would actually be a strong early cap pick but it tends to top off the fleet in my games. Mostly used to distract problem caps with Revelry, check on potential targets/agressors and to kill planets fast and rather horrifically.

Cruiser/Frigates

Assuming a fleet of 100 (not counting caps).

15 support cruisers (5 of each type) - I tend to micro some of these.

10 Disciples - they become quite survivable with endgame technology and the antimatter leeching keeps the abilities cranking

20 Drone Hosts - Usually with 1:2 fighter/bomber ratio.

20 or 35 Illuminators - Huge, multiple target firing arc. Illusion makes it hard to strip shields off of one before they've been periodically restored,

(if 20 illuminators) 15 Defenders - I've been messing with these guys more lately. They're not bad but the Halcyon does the job against fighters once antimatter becomes easier to restore. I think defenders are more suited to planetary defense as they're tough and deal with fighters well.

20 Crusaders - I don't have much of an opinion of these as it's hard to see what's going on at this point in the game but the attrition rate definitely seems to drop severely once the first 10 or so crusaders are in place.

Reply #13 Top

I second all that, except the Defenders. I've found that a handful of Defenders, or any flak, is good if you are primarily concerned with strike craft. I have 5, or 10 at most.

Reply #14 Top

I usually try for economy earlier in the game instead of military, so I just use what I have, and I have a fairly good formula. Take a closer look at defense vessels. The other races' flak defense is pretty week, but the Advent have a fairly good flak frigate. Their defensive stats, especially the shields and armor for a frigate, are very high and their damage isn't too bad either. This coupled with their low cost makes them good defense ships. You can research carriers at the same level, so I generally have a tanking capital ship, a load of defense vessels and a load of drone hosts, which will be defended by the defense vessels while the bombers pick off the enemy ships. It tends to work pretty well for me.

Reply #15 Top

I know they are good, I just find that more Illuminators or Destra are better. But that is primarily talking an attack fleet.