As a Strike Craft Specialist, One has to remember that strike craft are by nature, heavy micro-management ships. Since i play as primarily a TEC person, I have 4 lvl 4 or more Sovas in a Carrier Battle group, loaded with bombers. For those that don't know or use Strike craft very often, thats 16 or more squadrons of bombers. For Fighter protection, I create 6-10 Escort Carriers and equip them with Fighters. For personal Anti-Bomber/Anti-Fighter Defenses, I use Flak Frigates backed up by a Kol's
Jotanhorn
I have to disagree with your assement of Carriers and Flak. 4 Sovas at lvl 4 or better is a VERY nasty taskforce to see hop into your system. Why? because even with just lvl 2 embargo, the stack no longer works according to notes i read, cripples the economy on the target planet and gives a boost to your own production. Meanwhile, the 4 fighter squads and 8 bomber squads are running around blowing strategic items such as labs, mines, trade ports, etc. They are also good for softening up planetar
[quote]Vanechka...Scouts? Why? Kol is the best scout. You've wasted time and materials and cash on three ships I never build. I know what's on the other side of the phase lane... It's a planet and ships. The only time it gets a little hairy is if you happen to be next store to the pirates, which happened one time, and was not an issue... I just made a louie and jumped out... (I play all random maps BTW...)As for getting a trade route going, as TEC it's a second level tech, which I research befor
Late Game strats for TEC are: Make allies early on in the game, use your God-given talents for extorting money from the masses and bribe your way to the late game. Make sure you have all 16 capital ships possible, I would reccoment 3 Kol, 2 Sova, 2 Marza, 1 Akkan, 8 of your personal preference, For me, thats Sovas. Make sure you have upgrades done by middle game and if you micro well, Embargos on your opponents economy is the best way to go end game as of right now, due to the TEC's inability to
You need roughly 50% standing in order to get a ceasefire, 60-70% for trade agreement and 85 or better to get a peace treaty and ship/planet LOS. Depending on the map: the more allies you have, the better off your economy is, the higher and faster you can tech and get better ships in your fleet. Think America v.s. Japan like the movie Tom Cruise was in "Last Samurai". Anyway, better guns and heavy artillery beats up on the lighter stuff so much more easily and so you have fewer losses e
The colonizer capital ship is situational for expansion. If you have planets with several LRMs, HCs, Flaks, and light figs as well as the standard Korov per planet, then an akkan and 10-15 frigs will not allow you to expand quickly because you will lose most of the meat shield to the local defenses before colonizing 1 planet. So im not saying that the Akkan sucks, I do use it myself, but i wait before building a fleet and see whats around me and make a decision on what to bring to the
My advice is to place some Sovas and light carriers at the Star itself after you have started pushing the AI's in your system out. That allows your strike craft to hit anything coming through and gives you a heads up on what is coming your way from other stars. If you have enough strike craft, you can overwhelm FF a scout before your opponent can jump out of the star gravity well. I find this works really well in multiplayer or singleplayer games because the opponent won't want to deal with that
[quote]Well, I am a Strike Craft specialist, so I use at least 8-10 hangers, sometimes i go to 12. Question: where do you get 40 - 48 tactical slots from? (and thats assuming you're not Advent and 60/72)Seems to me the only time you have that kind of slottage is on those rare worlds with High Security protocol or Weapons Testing Facility.[/quote] Forgive my mistake: I was referring to the total number of strike craft squadrons, So to get the number of hangers, just divide by 2. I will s
Well, I am a Strike Craft specialist, so I use at least 8-10 hangers, sometimes i go to 12. I normally fill em with 2/3 bombers and 1/3 fighters. Depending on the number of slots I have left, I put a turret to protect my frigate factory/trade port. The rest of my Chokepoint defense is centered around 4 CVE groups (Carrier Vehicle Escort) filled with Fighters. I position 1 each at the Phase Lanes and keep 1 at the middle of the gravity well between the lanes and the planet, and 1 at the
Everyone please remember: Kol Battleships use kinetic rounds and beam weapons. The Marza is primarily a torpedo ship. It has the highest number of S-S and S-P torpedo banks in the game. So naturally, this ship is DESIGNED to be a Capital ship buster as well as a planetary seige weapon. I mean you take a spread of 16 missiles that are programmed to penetrate heavy armor every 3 seconds and you expect to survive? Reality check here people. Take a good look at the types of weapons employed
I would reccomend reading the books by Jack Cambell's "Lost Fleet" series. There are 3 books right now and they do a great job of explaining mine fields, realativistic effects and space combat in general. Granted in Sins, we are not fighting at 0.2 or 0.5 lightspeed, but you still get the idea of how the mines should be used. I think we need the carriers to manufacture mines, but it should be a talent like rapid manufacturing. These mines would be a small cloud deployed in a se
Has anyone tested the Carrier functions of each faction yet? im still working on the advent drones and finished the TEC: here are my findings TEC: Sovas have stayed the same, however slightly weakened due to the increase in advent capital ship speeds. bomber/LRM rush doesn't keep the carrier from getting killed even while hovering on the edge of the jump well. However: i think that the Heavy fighter ability has been completely neutralized compared to vasari or advent fighters now wi
I try to grab an akkan and then 2 kols and a sova, along with cobalts as my frigate meat wall, the sova will act as an anti-LRM/bomber base, so i don't have to waste a research early on to get the flak, so i can grab the repair cruiser instead. I find that works as well as the flak frigates, but it doesn't cost me as much in research time and allows me to power up weapons or other abilities to get an edge tech wise. just my 2 cents
Depends on the faction you play as, I personally play as TEC only, though I have a base familiarization of the other 2 factions. TEC it would be better to build Sovas, Lots of Sovas and use Flak, Heavy Cruisers, and Cobalts to protect them. Let the strike craft fly around the system, while the fleet stays at the edge of the gravity well. Thereby giving you an easy escape and a hard hammer to hit his infrastructure with. Remember for 50 fleet logistics, you get 7 percherons, so if you bu
Also: keep in mind that the amount of bounty on your heads determines the force composition of the pirates: So since I play TEC and have a massive economy, I can place 20,000 credits on your head if you are the AI in a singleplayer. This makes a fleet of roughly 50-75 ships and the mix is of HC, seige, flak and light frigates and the pirate version of the Pecheron. Needless to say, unless you have a heavy defense your worlds will be pounded to dust. So, like the others said above, give
Personally, I am confused that a Marza Dreadnought, with its 8 S-S missile Banks, and Radiation bombs, and its fewer guns and lasers can take out more opponents in a quicker time frame than a Kol Battleship. I also find that if one were to use a balanced fleet of a few combat ships with a large number of Carrier/LRMs, one takes out targets at a faster rate. I rationalize this as an inbred desire for players to use thier judgement and playstyle to select the type of capital ship
Cool, thanks for all the replies guys, especially you pesky: I went looking for other posts by you and you know a whole lot more than me on how the game mechanics and % boosts work. Glad to know im not alone out there.
Since I got into a thread earlier about which race has the best carriers and strike craft, I figured i would find out if anyone out there plays like I do. I use as many capital ships as i can get and i typically make 2 different fleets (I detailed my force compositions in the other thread, so you can go there if your curious). However, i keep seeing people who don't use anything other than LRMs, Heavy Cruisers, and frigates in a 100-200 ship fleet. I hardly ever see a fleet with a car
I just got the urge to explain myself and how I fight a little more. I build what i call an "escort strike force" and a full fleet. (this comes from my old days playing wing commander, loved that game) Basically, you build a total of 3 sovas and 6 perchons in the escort strike force. 2 of the sovas build nothing but bombers and the other has nothing but fighters. The pecherons are also nothing but fighters. The TEC's carriers have a total of 7 squads and so that gives
Well sky, my "Main fleet" isn't just the only fleet I have. I do have a secondary flotilla of kodiaks backed up by LRMS and 1 sova full of fighters for Anti-bomber/anti-LRM support. That fleet is full of the support ships such as my command cruisers and repiar ships. The "Main fleet" is for heavy assault/world trashing. My secondary Flotilla is really my ship-to-ship fighting fleet.
I have a different opinion on the TEC's Carrier capabilities. I have only played for a few days, but its not how you compare the individual squadrons, but how you group the carriers themselves. I build what i call an escort strike force and a full fleet. (this comes from my old days playing wing commander, loved that game) Basically, you build a total of 3 sovas and 6 perchons in the escort strike force. 2 of the sovas build nothing but bombers and the other has nothing but fig