12/9/2023 0 Comments Starbase orion 2Both Mass Drivers (inherent) and Lasers (modified) add the further advantage of zero range dissipation and armor piercing, meaning they don't actually have to fire point-blank to do full damage while bypassing a substantial part of the enemy's defense. They do 50% less damage, but take up 50% less space, so you simply need to add twice as many to your hull design to get the same damage output as you otherwise would have using "normal" beams. PD weapons have an inherent +25% accuracy bonus, and most can be further modified with Continuous fire thereby raising their accuracy another 25%. ![]() Closer to the end game, beam ships equipped with all the damage-enhancing systems can quickly overrun any opponent, even if his fleet is numerically much superior.Įarly in the game, when you still have ineffective targeting computers and the enemy doesn't yet have decent shield technology or drives, you can still make an effective beam ship using the Point Defense modification. Battle Scanner and a good targeting computer are necessary to ensure high ship initiative and beam hit rates. The heavy mount modifications make them effective from the first turn of combat because of the long range. The fact that having the structure points reach zero always destroys the ship, and any armor left at that point doesn't help at all, would make it more sensible to choose Reinforced Hull when facing those weapons.īeam ships are specialized for attacking enemy ships, starbases and planetary defenses. Also, it is bypassed by the Achilles Targeting Unit. Heavy Armor does negate armor-piercing effects, but it is worth noting that Graviton Beams are capable of doing damage directly to structure and Ion Pulse Cannons do the same to systems. For extra survivability you could choose either Reinforced Hull or Heavy Armor. It goes without saying every ship should have Battle Pods, because more space is good, unless of course it makes the ship too expensive to build. There is some equipment which is useful for all combat ships. On the other hand, if you are fighting a powerful space monster which would surely destroy some ships, build a fleet of many small craft, so that the monster can't destroy all of them in one turn. One factor deciding size class is also the attack strength of the enemy: if you know the larger ships are capable of soaking up any damage until the enemy is destroyed, and the smaller ones are not, build the larger ships. ![]() One solution is to build a fleet of solely Battleships, since those are available right from the beginning. The problem for non-Warlord races is the limited number of command points, which many small ships will quickly consume. From this point of view, it would make sense to build a fleet of many small ships. Also the size of the special systems is scaled upwards with the ship class. Generally, as the ship size increases, the price per space unit and the price per structure point increases. It is entirely possible to build a powerful fleet without using Titans or Doom Stars at all. ![]() Titans and Doom stars are not available until their relevant Construction techs are researched, which happens usually mid to late game. One of the most important decisions is which size class(es) to use. ![]() Warship designs vary by the phase of the game, and depend on the production capacity and technology available.
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