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Author Topic: Commander playthrough. Good fleet/ship builds for AI?  (Read 12954 times)

Megas

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #15 on: December 23, 2019, 10:11:37 AM »

Endgame Tri-Tachyon deserters are the most annoying to fight.  Nearly all of them have multiple Dooms to kill, plus other phase ships... and Astrals and few other carriers.  I always edge-camp these fights because letting my AI ships roam with its default AI will only get them killed.  I edge-camp and force all of my ships to deathball so that mines get snuffed by overlapping PD, and enemy phase ships lose the PPT/CR war, if they do not die first.
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Plantissue

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #16 on: December 23, 2019, 10:45:58 AM »

How strange. What kind of TT deserter fleets do you encounter? Here are my experiences from screenshots.

Spoiler




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The combat warships are all vastly outnumbered by carriers and/or phase ships.


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Igncom1

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #17 on: December 23, 2019, 10:49:35 AM »

It has been a while, and you do actually have pictures to post, where as I don't.

Fairs fair, I'll concede on that.
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Megas

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #18 on: December 23, 2019, 11:04:55 AM »

Nearly all of the TT deserters I encountered were similar to the Plantissue's three or fourth pictures.  I think I found one, maybe two fleets, that had a Paragon in it.
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Lucky33

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #19 on: December 23, 2019, 07:01:35 PM »

Same here. TT like to phase spam alot. Expeditions too. Typical battle against TT is more like: "Oh, nobody home. Guess I should be on my way out."
« Last Edit: December 23, 2019, 07:04:43 PM by Lucky33 »
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Arcagnello

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #20 on: December 24, 2019, 02:47:42 AM »

Should have brought a couple Dooms, Arcagnello. Mine Strike obliterates fighters.

Would have done that if it wasn't for the campaign theme of using midline to low tech stuff, including fighters and ship weapons.

Burst PD plus phase lances and mines are so damn good (having no missiles also gives it a lot of endurance with hardened subsystems) although phase ships really tend to get themselfes isolated without costant care.
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Megas

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #21 on: December 25, 2019, 08:52:14 AM »

It has been a while, and you do actually have pictures to post, where as I don't.

Fairs fair, I'll concede on that.
Tri-Tachyon may have had more conventional fleets before colonies and fleet doctrine were added to the game.  Now, with their fleet doctrine at 1 for warships, 3 for carriers, and 3 for phase-ships, conventional warships in Tri-Tachyon fleets are rare.  I avoid fighting Tri-Tachyon if I can because I do not like playing PPT stall wars and fleet micromanagement against their fleets to counter their phase ships.
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Thaago

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #22 on: December 25, 2019, 07:24:07 PM »

I find good aggressive combat ships backed by some interceptors to be good at dealing with Tri-Tach fleets, though they can certainly be nasty. Phase ships and not-omen frigates just can't deal with fighter strike orders by a half dozen wings of talons/gladii/thunders etc, and once they are popped interceptors help to maintain at least air defense against the bomber waves.
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tseikk1

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #23 on: December 26, 2019, 05:56:28 AM »

So far it's going decent. I started by getting a tri-tach loan, buying marines and heavy armaments, and raiding chalcedon/epiphany's spaceports. Afterwards sold them a ton of stuff for egregious prices bought from nearby raider bases/free ports. This really jumpstarted my game, and I was able to buy a good fleet after just a few months. Armed with 2 castigators, a XIV eagle, two pirate falcons, 7 mules and some civilian ships I went exploring. Thought I lucked out after I got a fleet log notification of a habitable world orbiting a water world 8 light years away from core worlds. It turned out I was kind of even luckier but kind of not. That system also had another habitable world for a total of 3 habitable worlds in a single system, and also all 3 domain-era system buffs. The bad thing, it was a medium danger system.

I couldn't avoid a fight with two sub-ordos, but found to my surprise that AI is actually quite good at piloting the ships i'd chosen. In fact, my fleet wiped the floor with them. Castigators especially seemed to be really strong against remnants thanks to their ability to chase. I only lost a single mule but cashed in with a few sparks and an alpha core. After exploring the system I went back to cores to prepare for colonization.
Bought an XIV onslaught, another castigator and two condors to prepare for taking the station down. Resupplied and bought lots of crew and supplies to fully colonize the system.
Daydreaming of all the money my new colonies would bring me, I headed back the system without care and happily ignored the warning of hostilities when jumping in the system. I thought I had such a powerful fleet no remnants would be able to fight me. Boy was I wrong.

Next thing I know I'm being swarmed by six, yes SIX, FULL, REGULAR(NOT SUB) ORDOS all with radiants and other capitals from mods. wtf? Was this not a medium danger system? This was the first time I was forced to reload an earlier save.

Turns out beating ordos with only AI is quite hard. I tried two more onslaughts, they got flux locked and just stood there despite being equipped with max vents, flux distributor, needlers, flak cannons and hephaestus cannons. At least they managed to survive for a long time though. Next time I tried two conquests, they got absolutely demolished by radiants pulse lasers, it wasn't even funny. Then I tried a paragon (Was only able to find one from prism freeport, since I'm enemies with tri-tach), this was the best result of all three, but still not enough. The paragon wasn't able to finish off enemies with only 2 tach lances and 2 plasma cannons, but with 4 tach lances it quickly maxed its flux and resulted in the same state as onslaughts. To top it off, enemies seem to be smart enough to avoid the paragon completely and instead focus on my other ships, and once those are down gang on the paragon.

After banging my head against the ordo-wall for 3 hours, I just snuck past them and set up the colonies and left the system. I don't really want to cheese the game by building high commands, and definitely don't want to do this for every medium-high danger system. I must be doing something wrong, surely ordos are beatable without a player flagship doing all the work?
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Lucky33

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #24 on: December 26, 2019, 09:53:45 AM »

In general while fighting Remnants you should make sure that your fleet have enough ECM to at least counter theirs. Fighting under -20% range penalty is not good.

To make Onslaughts work you need reckless officer with otimized build and lots of "eliminate" orders. Dont forget the solar shielding which effectively doubles Onslaught's hp under autopulse fire. If you want to I can discuss it further. Also I strongly recommend  to add Thunders to the mix.
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Igncom1

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #25 on: December 26, 2019, 10:28:01 AM »

I'll agree with that onslaught assessment.

I found them to serve poorly against remnants until I realized the best way is to simply not give a hell about anything smaller then you. Charge and slaughter. Nothing like making a remnant battleship run away!
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tseikk1

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #26 on: December 26, 2019, 10:43:17 AM »

I'm definitely interested in optimized builds. Onslaught to me seems like it might be the best or second best AI capital thanks to the raw amount of stats relative to cost. TBH i kinda forgot solar shielding existed and now that I read it it seems like a no brainer vs remnants, given almost all their weapons are energy based. But why reckless officer? I tried to avoid those all game so that they don't suicide my ships
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Igncom1

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #27 on: December 26, 2019, 10:49:17 AM »

The remnants are very skiddish and will retreat if their flux gets too high with their mobility systems and general speed.

Making sure they DON'T get the opportunity to vent is important in preventing frequent alpha strikes by fully prepared remnant ships.
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Lucky33

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #28 on: December 26, 2019, 11:24:57 AM »

When facing multiple enemies, AI gets into stupor and is unable to properly set its priorities. This is why you need to give it the "eliminate" orders. And you need a reckless officer to follow them because everyone else will start "assessing the threat" and will come to the inevitable conclusion that everything is lost, ship is doomed anyway and will ignore the order. Reckless officers dont think. They act. However even them will not intentionally burn drive through ships so you should reassign the order if target has moved behind the backs.

And its not about attacking the largest target. Its more about going with the flow. The idea is to keep going. If anything, you should prioritize HIL owners. AI is completely unable to comprehend their threat and will take tremendous and completely unnecessary damage.
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tseikk1

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Re: Commander playthrough. Good fleet/ship builds for AI?
« Reply #29 on: December 26, 2019, 11:46:14 AM »

What about the build? Should I have escorts for the onslaught? What are the thunders for?
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