![]() Reducing the alpha strike potential worsens the outcome in almost every situation. The alpha strike just decides the fight before the large part of the enemy fleet has even fired a shot. I don't see how this conclusion could possible represent the reality of the situation.įrom my testing of letting fleets battle it out ingame, a fleet of only artillery battleships just shreds through everything with either equal fleet power or equal cost, with X levels of repeatables or without (as long as the battle starts from range). Kinetics are definitely better than disruptors in this scenario.Ĭlick to expand.I haven't looked at the document, but what you're writing heavily suggests to me that it doesn't value range advantage properly. That advantage mostly disappears when the vettes swap out the torps for swarmers. ![]() This demonstrates that a hangar/missile/small-kinetic cruiser should have a 2:1 advantage vs 4 torpvettes. but I have a sneaking suspicion that that will change once I figure out a way to model PD.ĮDIT 3: Here's V4. According to the math, it looks like torpedoes are ALWAYS better than missiles vs balanced fleets. In V4 I'm going to model PD in a way that (mostly) will work - by discounting PD's DPS in exchange for partial nullification of enemy strikers. disruptors on a battlestar (missile/hangar cruiser) are dumb: strikers should always be paired with kinetics against balanced fleets - that significantly increases DPS and adds range too. Some of my conclusions also didn't pan out the way I thought in-game. I've used strikethrough on all my opinions that no longer hold obviously true after I fixed the math. No wonder I was overestimating the value of hull/armor-regen - I was underestimating DPS by a factor of 10 with everything except for Null Voids (where I added the correct #'s myself). They were mega-janked - with every weapon's listed cooldown being like 10x longer than the reality. If you lean too hard on shields, you could be weaker even to a mixed build and - also - the extra power to weapons/evasion contributes a lot more to survivability than I previously thought.ĮDIT 2: OK so remember how I said that I didn't bother checking the values for components? HUGE MISTAKE. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. And, finally, all my regenerating corvettes and PD destroyers (M Laser + 2 S kinetic + 2 flak) got spun off into a mop-up + interception force.ĮDIT: I forgot to mention my biggest takeaway! Shields are overrated. My assault fleet is all cruisers and - with 2 afterburners - they're the fastest fleet of heavy all-arounders you can have. right up until you get T3-T4 pickets and it's much, much betterĬonclusion: My main battle-fleet now is roughly 1:1 disruptor hangar/missile cruisers (battlestars!) and tesla bb's and all my titans (I have FC for 3). * Point-defense is almost always worse than Flak unless you have the 25% edict boost. * Null void beams are ridiculously powerful - easily better than any other weapon against shield-heavy builds if you're not doing shield bypass through disruptors/missiles/strikers - note that it only works as a complement to anti-armor and anti-hull weaponry, so sometimes it makes sense to keep one slot kinetic * Assuming what the forums say about armor/hull regen is true (that it functions during combat at the same rate), then it's 1000% the best utility slot for corvettes and destroyers (especially if you're hitting the evasion cap early because of Psychic + the flagella bonus) - so much so that it's practically an auto-win against anything without it except for artillery (anything that can reliably one-shot them) * Now that cruisers can have picket AI, they actually have a use - Give them missile + hangar + small kinetics/ disruptors and they can reliably slug it out with pretty much anything - They're great at destroying light ships and can do PD but can also reliably serve as cover for artillery battleships (I use T2 afterburners instead of shield caps on mine just so they can close to point-blank range + travel the map faster and it only reduces the survivability slightly vs artillery battleships anyway) * REPEAT: destroyers never "shred" interceptor corvettes until they get T3-4 computers (unless you're talking about torpvettes, in which case that might be a thing) ![]() * In the early game, interceptor corvettes are completely unbeatable (it's practically impossible to make a destroyer that's better) and in mid-game, torpvettes are king, but both become obsolete once tracking bonuses from T3-4 picket computers become common (because evasion is capped and tracking eventually catches up) * It almost never makes sense to use plasma over lasers (unless interceptor corv + autocannon) - if you're using an S or M slot, the tracking/accuracy is too low to reliably hit corv's/dests and if you're using an L slot you should be using Neutrons anyway
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