Those graviton are surgical man 🧐...as our M ships know already 😉
ปีที่แล้ว +7
The status effects of Boron ships are the most important feature, don't waste its potential. There is an enormous strategic value in using the Ion Net or Arc and slow a Xenon I by 1/5 of their speed, preventing him from maneuvering on time to evade fire or react.
In fleet combat situations, I don't find the slowdown effect that usefull. Xenon Is and Ks don't chase you, they just travel drive on top of you and blast away with gravitons. The slowdown effect give an advantage to the player that can back away, not so much for forces under AI control. Usually, when destroyers are involved, is a race to apply dmg fast enough so that they are not destroyed by the xenon capitals, usually, via torpedoes. That is way I very much prefer not to involve destroyers in fleet combat, and use solo carriers, as often as I can.
Yeah, xenon like to travel drive on top and let lose graviton fire, while our destroyers strugle to move their nose on the x y axis, and die while doing so. I think the Xenon have better AI..🤔😋
As much as the carrier is a powerful asset to have, with full fighter win, I really dislike taking them out.. Or, I find the rearmament phase really annoying. So first I decided not to put any kind of launchers on to the fighters, and I rarely, if ever, take my one carrier out for a spin. I do have a raptor with some 60 barracudas for first wave of attack, they tend to be kidna tanky as far as fighters go, and 2nd wave of attack is Pulsars, for obvious reasons. For sector patrol I usually have a small squad of medium combat vessels, and if K or I decides to come out from the woodwork, I have a couple of destroyers ready to deal with them.. Usually a ray and 2 rattles. That being said, I am pretty much a brand new player to the game (about 160h total gameplay), and while I have some ships to go around, I am nowhere near self sufficent with the resources. I always have to use the NPC faction wharfs and shipyards to build stuff, I only have 3 stations that are geared towards generating some income and balancing out the resource shortages within the AI faction territories. Though 90% of my passive income is from large miners I have roaming all around the world.
I don't rely on carriers to rearm my bombers, I do one click rearm for the entire wing at my EQ, like so: th-cam.com/video/A_5eAQxiIjU/w-d-xo.html. I'm a happy camper with just the free (and automated) repairs. As for fighters, I was done with Baracudas when I saw that they could not catch a xenon K: th-cam.com/video/Mbv-9dE-Q1E/w-d-xo.html...I had to order a wing of Makos to kill the engines, so they could catch up 🤤. And when I've used Baracudas as interceptors, they've always "grace" my casualties list in great numbers....so, no...just no. When I talk about sector patrol, I meant that I take a Raptor (60 torpedo Chimera + 40 interceptor Chimera) or a Shark (32 torp Iru + 32 interceptor Mako) and I go from Heretic's End to Fire of Defeat, and back, and engage hostile forces along the way. And why those carriers? Because if I encounter a xenon I + 5 xenon Ks + escorts, I don't need to call any reinforments, the stored combo of S bombers and interceptors will handle ANY hostile force I might encounter. Plus, I can park myself in the middle of the most powerfull core xenon, and come up on top, like so: th-cam.com/video/1ds6Law5FEs/w-d-xo.html. Meanwhile, an Asgard in the same combat scenario: th-cam.com/video/KkgoOjCjK30/w-d-xo.html. As for destroyers: th-cam.com/video/7iKyN2SSJlU/w-d-xo.html....yeah, nope.
I have completely given up on S fighters. They are just to squishy, especially since the AI loves flying into exploding ships. I only use M's as fighters now, mainly the Nemesis Vanguard, Gorgon Vanguard, and Peregrine Vanguard. In terms of economy, what I can really recommend is going to a sector with a wharf and shipyard, and build a station that mass produces hull parts, and sells em cheap. Couple that with a few ore miners and 1-2 trading ships and you will be rich in no time.
@@decom707 kinda did that in a way.. I found myself at home in the heart of boron territory, but they don't have a single silicon refinery and only a single small advanced electronics factory, so the teladi brain in me just saw an opportunity. Large miners are all around the world wherever I have explored and found refineries that don't have any miners supplying them. I always get the teladi cranes cos they can ignore everything kha'ak and most of the xenon too.. they might even survive a random wild K attack on a good day.
@@ragnos28 I mean rearming the carrier, as in replacing lost fighters. I'm not self sufficent enough to produce them myself, and filling my one raptor with fighters was time consumind enough already... not the money, but hauling components to wharfs for them to build ships was annoying enough. The carrier itself is really slow and probably kinda fragile too if operating alone (or with those 100 fighters it has) so I'm mostly keeping it at a safe place just in case I absolutely need it for something. As for AI fighters, I chose barracudas only hoping that they would be good at attacking the enemy head long, engage enemy fighters and not suffering too many casualities thanks to the 3 shield genies, but I kinda failed to take into account the speed, so I might have messed up there a wee bit. I had those pulsars there with the objective of crippling enemy capital ships, but I really didn't look much past the 6 hardpoints so I have no idea how well they will preform. Or can fighters without launchers really do much if anything against Ks anyway...
@@1110jesse Yeah, carrier gameplay is a sport for the self sufficient wharf owners. 🤑 As, for the fragility of the Raptor...once you have at least 40 S bomber wing asign to bombard or defend, that is prety much gone. And if stocking with torpedoes is a problem, you can use Blast Mortars, the best non ammo anti capital weapon in the game, it works something like this: th-cam.com/video/0mnnf3SRAFQ/w-d-xo.html. And against S/M ships, the Raptor does this: th-cam.com/video/8ebPQhT92go/w-d-xo.html. But since your bombers need protection from hostile interceptors, just asign your own wing of interceptors, 40 will suffice. Pulsars, only has the 6 hardpoints, all the other specs are weak, including the 206 m/s speed, so I would not expect great thing from them, personally I could not find a use for them.
@@ragnos28 So the Raptor is built as an actual Warship/Carrier in mind, while the Shark is a focused Carrier Ship with limited turrets for defense like real life US Carriers.
The graviton turret intercepting the torpedo at 2:52 was awesome
Those graviton are surgical man 🧐...as our M ships know already 😉
The status effects of Boron ships are the most important feature, don't waste its potential. There is an enormous strategic value in using the Ion Net or Arc and slow a Xenon I by 1/5 of their speed, preventing him from maneuvering on time to evade fire or react.
In fleet combat situations, I don't find the slowdown effect that usefull. Xenon Is and Ks don't chase you, they just travel drive on top of you and blast away with gravitons. The slowdown effect give an advantage to the player that can back away, not so much for forces under AI control. Usually, when destroyers are involved, is a race to apply dmg fast enough so that they are not destroyed by the xenon capitals, usually, via torpedoes. That is way I very much prefer not to involve destroyers in fleet combat, and use solo carriers, as often as I can.
Good lord, those Ks really DO like tea-bagging, don't they?? It's a good thing that the Xenon don't seem to have discovered Truck Nutz... 😀
Yeah, xenon like to travel drive on top and let lose graviton fire, while our destroyers strugle to move their nose on the x y axis, and die while doing so.
I think the Xenon have better AI..🤔😋
@@ragnos28 would be could roleplay-wise, but in reality I think ships maneurability affects the AI behaviour.
As much as the carrier is a powerful asset to have, with full fighter win, I really dislike taking them out.. Or, I find the rearmament phase really annoying. So first I decided not to put any kind of launchers on to the fighters, and I rarely, if ever, take my one carrier out for a spin. I do have a raptor with some 60 barracudas for first wave of attack, they tend to be kidna tanky as far as fighters go, and 2nd wave of attack is Pulsars, for obvious reasons.
For sector patrol I usually have a small squad of medium combat vessels, and if K or I decides to come out from the woodwork, I have a couple of destroyers ready to deal with them.. Usually a ray and 2 rattles.
That being said, I am pretty much a brand new player to the game (about 160h total gameplay), and while I have some ships to go around, I am nowhere near self sufficent with the resources. I always have to use the NPC faction wharfs and shipyards to build stuff, I only have 3 stations that are geared towards generating some income and balancing out the resource shortages within the AI faction territories. Though 90% of my passive income is from large miners I have roaming all around the world.
I don't rely on carriers to rearm my bombers, I do one click rearm for the entire wing at my EQ, like so: th-cam.com/video/A_5eAQxiIjU/w-d-xo.html. I'm a happy camper with just the free (and automated) repairs.
As for fighters, I was done with Baracudas when I saw that they could not catch a xenon K: th-cam.com/video/Mbv-9dE-Q1E/w-d-xo.html...I had to order a wing of Makos to kill the engines, so they could catch up 🤤. And when I've used Baracudas as interceptors, they've always "grace" my casualties list in great numbers....so, no...just no.
When I talk about sector patrol, I meant that I take a Raptor (60 torpedo Chimera + 40 interceptor Chimera) or a Shark (32 torp Iru + 32 interceptor Mako) and I go from Heretic's End to Fire of Defeat, and back, and engage hostile forces along the way. And why those carriers? Because if I encounter a xenon I + 5 xenon Ks + escorts, I don't need to call any reinforments, the stored combo of S bombers and interceptors will handle ANY hostile force I might encounter. Plus, I can park myself in the middle of the most powerfull core xenon, and come up on top, like so: th-cam.com/video/1ds6Law5FEs/w-d-xo.html. Meanwhile, an Asgard in the same combat scenario: th-cam.com/video/KkgoOjCjK30/w-d-xo.html.
As for destroyers: th-cam.com/video/7iKyN2SSJlU/w-d-xo.html....yeah, nope.
I have completely given up on S fighters. They are just to squishy, especially since the AI loves flying into exploding ships. I only use M's as fighters now, mainly the Nemesis Vanguard, Gorgon Vanguard, and Peregrine Vanguard.
In terms of economy, what I can really recommend is going to a sector with a wharf and shipyard, and build a station that mass produces hull parts, and sells em cheap. Couple that with a few ore miners and 1-2 trading ships and you will be rich in no time.
@@decom707 kinda did that in a way.. I found myself at home in the heart of boron territory, but they don't have a single silicon refinery and only a single small advanced electronics factory, so the teladi brain in me just saw an opportunity. Large miners are all around the world wherever I have explored and found refineries that don't have any miners supplying them. I always get the teladi cranes cos they can ignore everything kha'ak and most of the xenon too.. they might even survive a random wild K attack on a good day.
@@ragnos28 I mean rearming the carrier, as in replacing lost fighters. I'm not self sufficent enough to produce them myself, and filling my one raptor with fighters was time consumind enough already... not the money, but hauling components to wharfs for them to build ships was annoying enough. The carrier itself is really slow and probably kinda fragile too if operating alone (or with those 100 fighters it has) so I'm mostly keeping it at a safe place just in case I absolutely need it for something.
As for AI fighters, I chose barracudas only hoping that they would be good at attacking the enemy head long, engage enemy fighters and not suffering too many casualities thanks to the 3 shield genies, but I kinda failed to take into account the speed, so I might have messed up there a wee bit. I had those pulsars there with the objective of crippling enemy capital ships, but I really didn't look much past the 6 hardpoints so I have no idea how well they will preform. Or can fighters without launchers really do much if anything against Ks anyway...
@@1110jesse Yeah, carrier gameplay is a sport for the self sufficient wharf owners. 🤑
As, for the fragility of the Raptor...once you have at least 40 S bomber wing asign to bombard or defend, that is prety much gone. And if stocking with torpedoes is a problem, you can use Blast Mortars, the best non ammo anti capital weapon in the game, it works something like this: th-cam.com/video/0mnnf3SRAFQ/w-d-xo.html. And against S/M ships, the Raptor does this: th-cam.com/video/8ebPQhT92go/w-d-xo.html. But since your bombers need protection from hostile interceptors, just asign your own wing of interceptors, 40 will suffice.
Pulsars, only has the 6 hardpoints, all the other specs are weak, including the 206 m/s speed, so I would not expect great thing from them, personally I could not find a use for them.
Does the Shark have weapons emplacements like the Raptor?!
The Shark does not have L turrets and only 16 M turrets. On contrast, the Raptor has 93 M turrets and L turrets.
@@ragnos28 So the Raptor is built as an actual Warship/Carrier in mind, while the Shark is a focused Carrier Ship with limited turrets for defense like real life US Carriers.
@@nikkotan2840 Indeed, the Raptor has more L turrrets that most destroyers. 😲
@@ragnos28 Well knowing the Split are a Warmongering Race then no doubt they would build their most price ships into a Dreadnought Carrier.
@@nikkotan2840 I try to keep the Raptor as a pure carrier by using beam on the L turrets, to avoid the temptation of using it like a battleship.😋