Only lane 2(middle) can fire on all 3 lanes and any combat between lanes that are different from one another(ex: Top vs. This along with certain Heroes can yield 100% Hull Penetration for Torpedoes and Kinetic Slugs.ĩ) Ships in lane 1(top) can only fire on lane 1 and 2 while ships in lane 3(bottom) can only fire on lane 3 and 2. This tactic applies 50% Penetration to Projectile(aka Kintetic) weapons and is exclusive to your fleet(unlike other Penetration Battle tactics that affect both fleets). It requires that you change your base population into Sheredyn and finish its quest line to unlock a unique Sheredyn battle tactic. Another example is tied to United Empire's unique dominance in Kinetic Weapons. An example is the Unlucky Arms tactic that sets Critical Hit chance to 0, forcing the enemy to fight through your ship's defenses. ![]() Such bonuses include boosts to damage and Weapons bypassing enemy defenses via Penetration.Ĩ) Battle tactics can make or break a battle. A Hero can make a huge difference and can enhance your ships combat effectiveness to be a sheer nightmare. Specializing classes can give the offensive variety your fleets need.ħ) Assign a Hero to your fleets. Strategic variants grant a bigger boost while also increasing a Ships chance to critically hit. If Kinetic, slap on Kinetic Enhancer to boost damage. It also gives more balance to your fleet in terms of Kintetic to Energy, forcing the enemy to respect both.Ħ) Stick to one type of Weapon on your ships and enhance them with Support modules(Space permitting that is. Its bad enough to lose ships to enemy pods but a Dreadnought really stings due to their cost. This prevents them from being at the mercy of enemy Aircraft(since Dreadnoughts target other Dreadnoughts first if theyre in their lane and the AI loves using them as Carriers) and more importantly countering enemy Boarding Pods. ![]() ![]() Although Ive gone many games decking out my Dreadnoughts in Lasers/Beams, Ive found that making them into Aircraft Carriers(exclusively Bombers) with 2-3 Slugs to be a prudent move. This set-up allows you to quickly dispose of enemy fleets, thereby ensuring that you take minimal damage.ĥ) Carrier/Dreadnought class can either be a full on Aircraft Carrier or a Dreadnought Battleship. EMP, all you need is 1, removes enemy shields while your lasers/beams shred through the enemy Hull during the duration the Shield is down. Antimatter variants ignore the Hull altogether which makes EMP the most broken offensive weapon in the game since the countermeasure is frankly worthless. Reason for layout is that theyre meant to take damage and by outfitting them with Slugs allows them to counter enemy fleets equipped with Kintetic Torpedoes or Boarding Pods. They also shoot down enemy aircraft if theyre targeted by them and give your fleet the offensive balance that youll need.Ĥ) Attacker/Hunter Class ships get Energy with EMP beam. Doing so places a giant bullseye on your Cruisers(which is what you want) while dishing tons of damage against small ships at the onset of battle. Exception being the Heavy Weapon mount on the Coordinator/Cruiser where Id recommend Blast Area Effect Battery. It doesnt mean you cant go full Kinetic though since UE is the lone faction that can truly dominate with Kinetic Weapons(See #7 and #8)ģ) Protector/Coordinator ships equipped with Kintetic Slugs and packed to the brim with Defense/Support Modules. Unfortunate but is sadly the case(see #4 as to why). Doing so yields the maximum amount of module slots while also increasing Base Manpower by 50%.Ģ) Energy beats Kinetic in virtually every respect. ![]() Im no expert but i find that the following works wonders:ġ) Get Enhanced or Upgraded Hulls on all of your ships.
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