I’m pretty sure the “every 30 seconds” starts ticking on the pulse strat after the duration of the strategy ends. So at max, you would have 30 seconds of no strat at start of battle, then 40 seconds of strat, then 30 seconds of no strat, then 40 seconds of strat, etc.
You just saved me a load of heart-ache!!. I am new to the game and I was going to develop the A type but since I have the winged destroyer thing now I can scrap,the 2 I built. Thanks
The A type used to have AA Counterattack instead of AA Support. And I honestly think it was better because it would snipe the enemy formation's frigates from the back row for decent damage and was a relatively low priority target.
Been using the Interceptor variant as flagship for 3 seasons. It's not as good as the pulse granted, but I'd still put it in the top 5 of AA ships. Plus that Jupiter ship effect consistently helps me out damage people's aa in a fight. Fully upgraded the CD reduction is 6% - plus, it's not just on AC (basically Spore only!) it's on all Jupiter ship based aa weapons as well. 6% isn't a lot but it's like everything else. The cumulative effect (time + volume) is what counts. One thing I want to test next season - Mistral. Did you know the Mistral's main weapon system is actually made by Jupiter?
Pulse variant seems to attack air from a flanking fleet. But only fighters, based on some tests we did. Can you confirm it? So, the hit rate strategy would be better when using on flank?
Pretty sure it's only itself. The intercept data are pretty modest usually. The best use is just to draw fire - when it is being targeted, another ship is not. Which is one argument for keeping it in the mid row, depending on your aims.
It makes no sense for a ship that is billed as anti-aircraft, and its weapons primary aircraft. And then its weapons are all counterattack. Like what? But yes once you get some points into them they can be okay. Also mare i? The new one.
I swear netease doesn't want any AA ship to work other than WH AA, Xeno Def, LC AA and AA fighter/corvettes. Mare T C not having support by default is probably because of how interception seems to work. Mare N AA and Noma AA UAV's should get the Xeno Def treatment where the UAV's aren't counterattack or support.
th-cam.com/play/PLchzOxtr7Qups9avkX-xeX4r9IpJ2nVQ1.html Have a look at that in the meantime. Should give you some understanding of what the gameplay is about. But yes I can consider a lets play of a server at some point in the future.
I’m pretty sure the “every 30 seconds” starts ticking on the pulse strat after the duration of the strategy ends. So at max, you would have 30 seconds of no strat at start of battle, then 40 seconds of strat, then 30 seconds of no strat, then 40 seconds of strat, etc.
You just saved me a load of heart-ache!!. I am new to the game and I was going to develop the A type but since I have the winged destroyer thing now I can scrap,the 2 I built. Thanks
Can you make updated guides on pvp and siege stratergies? These bp guides are still helpful.
The A type used to have AA Counterattack instead of AA Support. And I honestly think it was better because it would snipe the enemy formation's frigates from the back row for decent damage and was a relatively low priority target.
Been using the Interceptor variant as flagship for 3 seasons. It's not as good as the pulse granted, but I'd still put it in the top 5 of AA ships. Plus that Jupiter ship effect consistently helps me out damage people's aa in a fight. Fully upgraded the CD reduction is 6% - plus, it's not just on AC (basically Spore only!) it's on all Jupiter ship based aa weapons as well.
6% isn't a lot but it's like everything else. The cumulative effect (time + volume) is what counts.
One thing I want to test next season - Mistral. Did you know the Mistral's main weapon system is actually made by Jupiter?
Pulse variant seems to attack air from a flanking fleet. But only fighters, based on some tests we did. Can you confirm it?
So, the hit rate strategy would be better when using on flank?
Thanks buddy
@damphyre Does the Mare C intercept for the whole row if you take the weapon skill or does it still only intercept when it is targeted itself?
The C type is only itself I think. I'll have to check my notes and get back to you.
Pretty sure it's only itself. The intercept data are pretty modest usually. The best use is just to draw fire - when it is being targeted, another ship is not. Which is one argument for keeping it in the mid row, depending on your aims.
It makes no sense for a ship that is billed as anti-aircraft, and its weapons primary aircraft. And then its weapons are all counterattack. Like what? But yes once you get some points into them they can be okay.
Also mare i? The new one.
I swear netease doesn't want any AA ship to work other than WH AA, Xeno Def, LC AA and AA fighter/corvettes. Mare T C not having support by default is probably because of how interception seems to work.
Mare N AA and Noma AA UAV's should get the Xeno Def treatment where the UAV's aren't counterattack or support.
How this "Lock-on efficiency" actually works?
Just built a full CP subfleet and used my Reliats (lvl30) I should have put these mares in the sub fleet grrrrr
Can you do a let's play of infinite lagrange and show us what game play is like?
th-cam.com/play/PLchzOxtr7Qups9avkX-xeX4r9IpJ2nVQ1.html Have a look at that in the meantime. Should give you some understanding of what the gameplay is about. But yes I can consider a lets play of a server at some point in the future.
Need talk to devs about this bs