Still waiting for fixing the same old issue of Uber Capitals, *staring at Asgard*, simply not standing their ground and using their main battery. By the time they turn around, if they didn't explode, their engines will be shot out and then shortly later explode.
Very easy way to deal with the xenon crisis. Get a carrier, spam it with 2 types of fighters. 1 group with thermal dis, for escorts and for attacking surface elements on capitals. Since that weapon bleeds trough shields you can paralyse a capital pretty fast while still retaining good firepower against escorts unlike the burst ray. Second group is a blast mortar spam for nuking capitals. Ship choice for 1st group are kalis, takoba, any split ships. Second group is preferrably chimeras but gladius is a good alternative, these guys usually dont get shot at since the first group disabled every turret and fighter
So i'm aware around aquiring 500mil+ in assets, you get the option to research the first part, and takes you to find that , but after that whole phase, when Bosu Ta wants time to "Review everything" .....do we know what needs to happen to trigger the next part?
I don't *think* they've added anything beyond the "guard the " phase, but I could be wrong. I haven't played much since they made the crisis a research project rather than an automatic event.
@@Sorain1 At first Egosoft was going in that direction. It sounded like it would have been a Stellaris-style approach, where the crisis is guaranteed to happen but could be modified or disabled in the game settings. The community shot down that idea very quickly though!
sub-task your fighters to 'intercept for commander' they'll spend their time only taking out fighters/anything your destroyer groups aren't designed to deal with and wont just get taken out by strongest elements and worst ranges take 1/3rd your total fighters and set them to separate sub-task to intercept for commander. once your heavy hitters have XL/L ships engaged take your second force of fighters and set them to attack -> shield generators and queue the order for every enemy L/XL already engaging. your losses will be next to noting in most NPC vs NPC engagements.
@@czinn327 To some extent, the fleet commander will assign appropriate targets to ships with the standard "Attack" role, as it did here, but they will perform better when the player assigns specialized wings like "Intercept" (attack only small ships) or "Bombard" (attack only large ships).
You can leave the Asgard at home. Raptor and Shark can both clear these Phase 1 waves without capital support (I tested both). I'd go Shark over Raptor for the instant travel drive; the waves spawn many systems apart and are on a timer. But carrier AI has been in good shape for a while, so with this test I wanted to focus more on destroyers.
Nope. I've tested the Asgard a bit in v7.1 and seen a roughly 30% utilization rate of the main weapon vs XL targets, despite the supposed AI improvements. Basically, it seems to be just a roll of the dice, and the dice rolls weren't in my favor in this fight.
I wanted to see a similar test without the plasma weapons, as plasma weapons make it too easy for the AI. In my game, I only use weapons that my faction created, as I play with the protectorate I don't use plasma weapons, this changes the game a lot because the protectorate's ships will depend on their batteries to destroy other ships, that's where this the problem, the AI is terrible using the main battery, I wanted to see if this improved.
TER needs missile turrets, or fighters, to reliably kill K's and I's. Same principle as Commonwealth plasma, heavy weapons for heavy targets. As for the main batteries, the AI uses them reasonably well if, and only if, it has range control. In this video, you can see the back line of destroyers keeping range and firing their main batteries while the front line brawls with turrets at close range. Having a decent fighter escort really helps the destroyers maintain range; they fill the role that my brawling destroyers did here, for a fraction of the price. In my opinion, we shouldn't expect good anti-capital performance from destroyers without heavy turrets or an appropriate escort. Not saying the AI couldn't be better, just saying we should set some realistic bounds on our expectations.
I'm impressed you can spot how corvettes are behaving in this brawl! I haven't noticed that behavior in my own M ships, but I never use them in offensive roles. It's entirely possible that the Xenon have started behaving that way and I just haven't noticed.
About 3 years ago, I made a private mod that increased all capital ship weapon ranges out to beyond 20km, and increased the weapon speeds. Lot of like 2 or 3 round burst fires with longer cool downs, with nice snappy projectile speeds. Looked great. Then, I went along and normalized all ship speeds based on ship mass and number of engines. Game was A LOT more fun. One of the things holding me back from playing again, is loathing having to update that mod, cause I don't think I could play vanilla, nor do I like a lot of the VRO changes.
Personally, I'd be furious to not see an Asgard of mine just watch an I approach head-on without firing its main battery at all. Otherwise though, I'd say that the AI did fairly decently in this battle. It does go to show the importance of a strong escort wing though, for sure!
Usually I'd agree, but I'm giving this particular Asgard some leeway since it's the fleet commander. I've noticed Asgards firing their main batteries more consistently when they're in an escort role. I think command ships tend to prioritize maneuvering with the fleet as opposed to maximizing their own damage output. That said, in a later engagement this Asgard used its beam to kill a corvette, blasted straight through it, and nuked two of its own escort destroyers. So maybe this pilot is just terrible...
@@CptSnuggles07 Hmm, I suppose that does make sense. Alright, he gets a pass on this one. He's immediately getting demoted to fighter jockey after puling a stunt like that, though. Possibly even booted from the fleet entirely and stuck on a miner.
@@CptSnuggles07 If you give to fleet commander a bombardment wing under his control it's done all he do is maneuver around possibly to avoid himself to be NOT engaged directly in combat. Bombardment and intercept wings "should" and are designed to be used with a carrier or the new command ship Sapporo in tandem with protect position command. the Asgard to assume his role as the main actor should work "attack with commander" or "defend" on his subordinates. And make sure none of his M turrets have an attack command they should be "defend" if solo so he doesn't assume that a fighter is a valid main target otherwise if he has support ships then M turrets set to only missiles. I also remove the Terran main batteries of my Asgard since they have longer range and can mess target acquisition and share heat dumping bandwidth with his ATF XL, That ATF XL should fire every 60 seconds not every 180 seconds if he use also main batteries. Have you noticed that the Sapporo has endless boost when flown by the player, neat right?
OOS feels about the same as always imo. Good if your ships are clumped up, bad if they're spread out. This fleet would win OOS but might take some losses. For reference, I recently sent the same fleet against a Terran destroyer flotilla OOS (Syn + 5 Osaka) and it lost one Odysseus.
Interesting test.
Keep them coming Captain! :D
A shame we still don't have all vanilla explosion effects from projectiles on ships like on that I, they just absorb them and makes it feel so meh 😅
9:25
Nice Kha'ak
Still waiting for fixing the same old issue of Uber Capitals, *staring at Asgard*, simply not standing their ground and using their main battery. By the time they turn around, if they didn't explode, their engines will be shot out and then shortly later explode.
they should just delete main batteries and make turrets more powerful like in X3. Thats why the xenon are so powerful, they only have turrets.
@@blackfalcon1324 x4* xD
Very easy way to deal with the xenon crisis. Get a carrier, spam it with 2 types of fighters. 1 group with thermal dis, for escorts and for attacking surface elements on capitals. Since that weapon bleeds trough shields you can paralyse a capital pretty fast while still retaining good firepower against escorts unlike the burst ray. Second group is a blast mortar spam for nuking capitals. Ship choice for 1st group are kalis, takoba, any split ships. Second group is preferrably chimeras but gladius is a good alternative, these guys usually dont get shot at since the first group disabled every turret and fighter
So i'm aware around aquiring 500mil+ in assets, you get the option to research the first part, and takes you to find that , but after that whole phase, when Bosu Ta wants time to "Review everything" .....do we know what needs to happen to trigger the next part?
I don't *think* they've added anything beyond the "guard the " phase, but I could be wrong. I haven't played much since they made the crisis a research project rather than an automatic event.
@@CptSnuggles07 Can you imagine someone accidentally stumbling, unknowingly, into the crisis being kicked off by that research?
@@Sorain1 At first Egosoft was going in that direction. It sounded like it would have been a Stellaris-style approach, where the crisis is guaranteed to happen but could be modified or disabled in the game settings. The community shot down that idea very quickly though!
sub-task your fighters to 'intercept for commander' they'll spend their time only taking out fighters/anything your destroyer groups aren't designed to deal with and wont just get taken out by strongest elements and worst ranges
take 1/3rd your total fighters and set them to separate sub-task to intercept for commander. once your heavy hitters have XL/L ships engaged take your second force of fighters and set them to attack -> shield generators and queue the order for every enemy L/XL already engaging.
your losses will be next to noting in most NPC vs NPC engagements.
Thanks for the comment! I'll be using some proper fleet setups a few videos from now, so stay tuned!
So the AI isn't designed to completely task ships?
@@czinn327 To some extent, the fleet commander will assign appropriate targets to ships with the standard "Attack" role, as it did here, but they will perform better when the player assigns specialized wings like "Intercept" (attack only small ships) or "Bombard" (attack only large ships).
One Asgard and one Raptor would end this battle in no time
You can leave the Asgard at home. Raptor and Shark can both clear these Phase 1 waves without capital support (I tested both). I'd go Shark over Raptor for the instant travel drive; the waves spawn many systems apart and are on a timer. But carrier AI has been in good shape for a while, so with this test I wanted to focus more on destroyers.
Since in 6.0 you could have lost that fleet to a slightly above ecliptic K... I'm fairly happy with the AI changes.
did you have the main weapon of the asgard disabled?
fight would be so much different if it just fired.
Nope. I've tested the Asgard a bit in v7.1 and seen a roughly 30% utilization rate of the main weapon vs XL targets, despite the supposed AI improvements. Basically, it seems to be just a roll of the dice, and the dice rolls weren't in my favor in this fight.
I wanted to see a similar test without the plasma weapons, as plasma weapons make it too easy for the AI.
In my game, I only use weapons that my faction created, as I play with the protectorate I don't use plasma weapons, this changes the game a lot because the protectorate's ships will depend on their batteries to destroy other ships, that's where this the problem, the AI is terrible using the main battery, I wanted to see if this improved.
TER needs missile turrets, or fighters, to reliably kill K's and I's. Same principle as Commonwealth plasma, heavy weapons for heavy targets. As for the main batteries, the AI uses them reasonably well if, and only if, it has range control. In this video, you can see the back line of destroyers keeping range and firing their main batteries while the front line brawls with turrets at close range. Having a decent fighter escort really helps the destroyers maintain range; they fill the role that my brawling destroyers did here, for a fraction of the price.
In my opinion, we shouldn't expect good anti-capital performance from destroyers without heavy turrets or an appropriate escort. Not saying the AI couldn't be better, just saying we should set some realistic bounds on our expectations.
Essentially no improvement. Asgard stood there and didn’t use the main cannons ONCE.
“Only target capital ship” plz
I will say, I do prefer x3 because the AI handles turrets so much better than main guns.
I saw some people complaining that M class ships just sit in front of you and shoot at you now, which I saw happening at some points in this
I'm impressed you can spot how corvettes are behaving in this brawl! I haven't noticed that behavior in my own M ships, but I never use them in offensive roles. It's entirely possible that the Xenon have started behaving that way and I just haven't noticed.
I hate those plasma bullets soo much. They are too damn slow and they are too much of it.
I don't understand why they don't use X Rebirth version.
make the switch to VRO
@@achgen i did, indeed.
About 3 years ago, I made a private mod that increased all capital ship weapon ranges out to beyond 20km, and increased the weapon speeds. Lot of like 2 or 3 round burst fires with longer cool downs, with nice snappy projectile speeds. Looked great.
Then, I went along and normalized all ship speeds based on ship mass and number of engines.
Game was A LOT more fun. One of the things holding me back from playing again, is loathing having to update that mod, cause I don't think I could play vanilla, nor do I like a lot of the VRO changes.
Personally, I'd be furious to not see an Asgard of mine just watch an I approach head-on without firing its main battery at all. Otherwise though, I'd say that the AI did fairly decently in this battle. It does go to show the importance of a strong escort wing though, for sure!
Usually I'd agree, but I'm giving this particular Asgard some leeway since it's the fleet commander. I've noticed Asgards firing their main batteries more consistently when they're in an escort role. I think command ships tend to prioritize maneuvering with the fleet as opposed to maximizing their own damage output.
That said, in a later engagement this Asgard used its beam to kill a corvette, blasted straight through it, and nuked two of its own escort destroyers. So maybe this pilot is just terrible...
@@CptSnuggles07 Hmm, I suppose that does make sense. Alright, he gets a pass on this one.
He's immediately getting demoted to fighter jockey after puling a stunt like that, though. Possibly even booted from the fleet entirely and stuck on a miner.
@@CptSnuggles07 If you give to fleet commander a bombardment wing under his control it's done all he do is maneuver around possibly to avoid himself to be NOT engaged directly in combat. Bombardment and intercept wings "should" and are designed to be used with a carrier or the new command ship Sapporo in tandem with protect position command. the Asgard to assume his role as the main actor should work "attack with commander" or "defend" on his subordinates. And make sure none of his M turrets have an attack command they should be "defend" if solo so he doesn't assume that a fighter is a valid main target otherwise if he has support ships then M turrets set to only missiles. I also remove the Terran main batteries of my Asgard since they have longer range and can mess target acquisition and share heat dumping bandwidth with his ATF XL, That ATF XL should fire every 60 seconds not every 180 seconds if he use also main batteries. Have you noticed that the Sapporo has endless boost when flown by the player, neat right?
oos?
OOS feels about the same as always imo. Good if your ships are clumped up, bad if they're spread out. This fleet would win OOS but might take some losses. For reference, I recently sent the same fleet against a Terran destroyer flotilla OOS (Syn + 5 Osaka) and it lost one Odysseus.
Du bist ein schlechter Feldherr. Du hättest Deine Verluste deutlich begrenzen können.
Dies ist kein echter Kampf. Es ist ein Test der KI. Probieren Sie meine neuen Videos aus, sie haben bessere Untertitel! (Google Translate)
@@CptSnuggles07 War nicht bös gemeint men Bester, bitte nicht falsch verstehen! ;-)