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Starsector => General Discussion => Topic started by: atsjewell on May 06, 2020, 03:54:26 PM

Title: Late Game Pirate Spam
Post by: atsjewell on May 06, 2020, 03:54:26 PM
Hi, I apologize if this has been raised before but I'm not sure how to phrase my concerns in the search.

I'm in the late game.. and the constant attacks on my colonies by pirates are getting.. tedious?
It was great getting to this point, but the balance here at the end seems off.  I'm feeling bored and frustrated.

I've colonized 5 planets in the Druzahk System. They're doing well for the most part, aside from the unending pirates fleets knocking down the front door.

If I'm not spending my time defending against the constant attacks, then I'm hunting down and destroying all the pirate/pathers bases I can find in the hope that this will stop or at least reduce the frequency of these attacks. But not only has the frequency not reduced, the sizes of the attacking fleets are getting ridiculous.  I have high-tech starbases around every colonized planet, so I "think" the colonies are safe. Buy my colony fleets are outmatched and I never seem to have enough deploy points to take on any of these mammoth fleets in a fair fight.

Unless I'm content to just let pathers and pirates completely run rampant through my colonies, I've have no time to actually do any of the things that are "fun": exploring systems, doing missions, farming cores, etc.

- I'm on easy mod.
- I have not sold any blueprints, weapons or ships
- The only AI cores I've sold are gammas to the Tri-Tachyon admins

Is there something I'm not doing right?  Is there some way to actually reduce the size/frequency of the pirate attacks or is this just the way the late game plays out?

Thanks
Title: Re: Late Game Pirate Spam
Post by: intrinsic_parity on May 06, 2020, 04:25:28 PM
Have you built any military bases/high commands? Also do you have heavy industry with any nano-forges installed? Those are the main things that will give you big patrols defending you colony.

Also can you describe the composition of the pirate fleets and your own fleet (just like numbers of destroyers/cruiser/capitals and then maybe a few of the types of ships you like to use)? Trying to get a sense of what stage of the game you are in.
Title: Re: Late Game Pirate Spam
Post by: Scorpixel on May 06, 2020, 04:30:47 PM
Are you using fully upgraded starfortresses? Those are normally quasi-invulnerable to vanilla pirates, and impossible to break in combination with High command(s). Same about using alpha cores, governor quality and heavy industry-->orbital works+nanoforge.
Title: Re: Late Game Pirate Spam
Post by: dead_hand on May 06, 2020, 04:40:36 PM
You'll need to go out and explore abandoned research stations to find more Alpha Cores. You need to put Alpha cores into your Star Fortresses, it gives a MUCH better officer for your star fortress, a star fortress with an alpha core can fend off a huge number of enemies. You also want to put an Alpha core into your High Command, for bigger fleets, and also an Alpha Core as colony admin (for max colony benefits, it boosts defenses as well) - you will quickly realize that other than credits, Alpha Cores are your other most important resource in the game. The more you have, the more powerful you are.

The advices below are potential game-play spoilers, open only if you are extremely stuck.

Spoiler
Black holes and neutron stars tend to have a higher chance to spawn abandoned research stations.
[close]

Spoiler
If you keep visiting the dockside bars on various worlds, you'll eventually encounter a mission to a red planet. Go to this red planet and you will unlock a special building, which will GREATLY boost your colony's defenses against ground operations. Put an alpha core into colony admin, heavy batteries, high command, star fortress and the new building from this mission, and your colonies will become extremely tough to harass.
[close]
Title: Re: Late Game Pirate Spam
Post by: Megas on May 06, 2020, 06:05:13 PM
Killing the -3/50% quota pirate bases only stops them until they respawn a day later and re-target something else.  If everyone in core is alive, that usually means one of them.  If everyone in core is dead, they always target you.  Sometimes, player may need to let pirates burn things occasionally just so player can have time to do fun stuff, or enable some fun stuff (raiding undefended industry worlds, cleaning up system bounties for big rep farming).

Exploit the Pather bug!  As long as stability is 2 or more, their sabotage events always fail.  -1 stability is minor.  Do not bother chasing zombie pather bases if you value your sanity.  (Zombie pirates are more than enough of a babysitting headache, when trying to defend core worlds.)  If you want to be friendly with them (very good idea), yet made them your enemy... how many worthless gamma cores do you have left?  Are the core Pather worlds still alive?  If so, great! Turn your non-alpha cores in to them to boost rep.

For repelling expeditions, you want at least two military colonies in a system for overlapping coverage.  Lone colony in a system cannot always defend against everything.
Title: Re: Late Game Pirate Spam
Post by: atsjewell on May 07, 2020, 08:00:58 AM
Thanks for the feedback everyone. I very much appreciate it.

- I have 5 colonies in Druzahk. All about size 5,6 with one useless gas giant struggling along at size 4.  All 5 colonies have Star Fortresses, but no alpha cores. I've got a more than enough stockpiled, but I haven't been using them because I didn't want to give the Hegemony an excuse to come investigating (I haven't played long enough to know if that's an actual serious threat, but I didn't want to take a chance).

- Each wave of pirates is showing up with 3 fleets and each fleet has up to 7 Atlas MK II's as well as a slough of supporting Falcons and Enforcers.  I can manage these fleets on my own one at a time as long as I can peel off a fleet from the others.  If I can't, or they gank me before splitting off then the numbers are too overwhelming: in those circumstance I can deploy at most 3 of my ships and then there's simply too many targets.  It gives me flashbacks to a time when I was in grade 1 and some obnoxious teen cut through the school playground. I can't remember what triggered it, but next thing you know 20 savage little 6 year olds swarmed the kid, pulled him to the ground and proceed to punch, bite, and kick the living snot out of him.

- I've got the blueprints to build Paragon's, and Herons and a bunch of other decent ships, but the colony fleets don't seem to be building them even when these are prioritized. When the warning of the next wave comes it usually says my colony fleets are outmatched.  The "Typical Heavy Patrols" presented in the doctrine screen seem paltry compared to what generally shows up at the front doors.

- I have Patrol HQs on each colony, but none have been upgraded.  I suppose I could try that.  I've been waiting for the 4th industry slot to open up somewhere to avoid having to tear down one of my existing industries.

- Overall, I wouldn't say that any one given wave is too much to deal with. They're not.  I can generally handle them when I'm there camping on my doorstep waiting for them to arrive.  But therein lies the problem. The frequency of these attacks means I'm spending too much time camping on my doorstep waiting to defend my colony.  It's the frequency that I'm struggling with.  When I'm not camping, I'm going off destroying their bases.

- Since the last post, I managed to clear all the known pirate/pather bases out of the sector. It was quite a slog and I literally had to aim my fleet for the nearest civilized system and coast in on zero fuel to get back home.  I thought for sure that would earn me a year or two of relaxation. Nope. The Diktat decided I owned too much of the fuel market and sent an ever bigger fleet to pound me.  After dealing with them, I checked the intel reports and lo.. another pirate base sprung up to target me, and a pather cell was active on my nearest neighbour.  *sigh*  Well, I learned the location of the pirate base from an old spacer and on my way out to deal with them I ran smack into a Pather fleet that I assume was on their way in to my neighbour.  So the cycle starts again.. that's where I am right now.

- I do have the Red Planet mission.. way out to the remotest corner of the sector. I haven't done it yet though.  Can't breathe long enough between attacks to go have a look.

Anyway, that's my game in a nutshell: stuck in a rut fighting off a wave of pirates.. go stomp their base.. come back to another wave.. go stomp that base... and so on and so on.  It's feeling monotonous.  If I was able to score the occasional cool new ship out of it, maybe I'd feel differently. But it's the same mix of Atlas MK II's, falcons, Enforcers and Colossus Mk IIIs over and over. 

I think what I'm hearing in the suggestions/questions, is that I ought to trust my colony defenses a bit more, and beef them up with Alpha cores?  Wouldn't I just be compounded my problem with waves of Hegemony attacks as well?

Thanks for the feedback!
Title: Re: Late Game Pirate Spam
Post by: intrinsic_parity on May 07, 2020, 08:34:18 AM
You need to upgrade to high command and build heavy industry with nano-forges. Then you will get patrols full of pristine paragons. With 5 colones, if you have 2 military bases and the rest patrol HQs you should be completely safe from pirates without any player intervention. I believe the military base/high command influences the number of patrols as well as the patrol size, the heavy industry allows for blue prints to be used in patrols while the nano forge increases the quality of the ships. I'm not 100% sure but I think that's how it works.
Title: Re: Late Game Pirate Spam
Post by: Megas on May 07, 2020, 08:47:10 AM
Hegemony inspects only if you install cores in industries or alpha as admin.  Even then, they can be bribed away (if you are not hostile).  They do not inspect very often, maybe once every year or so, plenty of time to earn more than enough income to pay a 1M bribe.    However, if you choose bribing, you need to set it at every alert because default is comply.

Alpha cores used as admins eventually become sticky cursed items, in which case they cannot be removed safely by you (permanent -1 stability if you forcibly replace it), only by a Hegemony inspection.  Since there is no penalty for letting a core get married to the job, that is no problem.  Hegemony can be bribed or purged from the sector, and Pathers are bugged.

Quote
- I have Patrol HQs on each colony, but none have been upgraded.  I suppose I could try that.  I've been waiting for the 4th industry slot to open up somewhere to avoid having to tear down one of my existing industries.
Patrol HQ is useless for stopping even the smallest pirate fleets.  They are only good for reclaiming stolen relays while you are away.  You need at least Military Base for proper planetary or system defense, ideally High Command.  Military Base is so vital that it is an industry slot tax.  In your case, with five or six colonies in one system, you may not need one at every planet.  Three may be plenty, assuming unmodded game.

Aside, this is why the game plays like a zombie apocalypse where core worlds are helpless civilians waiting to be eaten by zombie pirates and will eventually decivilize without player intervention.  Their defenses are terrible and usually incapable of repelling raids.  They are even weaker than the expedition fleets they send against the player.  It takes many years for worlds to decivilize, so player will unlikely see this if the game lasts only five years or so.

High Command pumps out bigger and/or more fleets than Military Base.

Quote
- I do have the Red Planet mission.. way out to the remotest corner of the sector. I haven't done it yet though.  Can't breathe long enough between attacks to go have a look.
This is why the babysitting load is insane.  It is hard to find enough time to do such quests, or explore some systems.  Often, I am forced to stop midway or so and turn back to put out a fire.  This is a reason why I highly value burn 20 and Transverse Jump.
Title: Re: Late Game Pirate Spam
Post by: dead_hand on May 07, 2020, 09:01:05 AM
I think what I'm hearing in the suggestions/questions, is that I ought to trust my colony defenses a bit more, and beef them up with Alpha cores?  Wouldn't I just be compounded my problem with waves of Hegemony attacks as well?

Basically, the Hegemony will become a permanent enemy from here onwards. They will send 'Inspection Fleets'. When this happens, you MUST order your colonies to defend, otherwise you lose ALL of your AI Cores. However, asking your colonies to defend against an Inspection Fleet is considered as a declaration of war by the Hegemony. Overall, this is still the only viable to play the game. The AI inspection fleets are about as strong as the various expedition fleets factions send you about Market Share. So nothing a Star Fortress with an Alpha Core can't handle  ;)

Minor sidenote: If you are getting an Inspection and a Pirate Raid at the same time, and you are 'at home', there's also a chance that they'll fight each other before fighting you, so sometimes, having more people raid you actually works out in your favour..

Minor sidenote 2 Electric Boogaloo:


- Each wave of pirates is showing up with 3 fleets and each fleet has up to 7 Atlas MK II's as well as a slough of supporting Falcons and Enforcers.  I can manage these fleets on my own one at a time as long as I can peel off a fleet from the others.  If I can't, or they gank me before splitting off then the numbers are too overwhelming: in those circumstance I can deploy at most 3 of my ships and then there's simply too many targets.


What is your fleet composition? Do you have any good blueprints? E.g. Paragon, Odyssey, Conquest or Aurora? Plasma Cannon? E.g. Two Paragons can shred about 600 deployment point worth of pirates without a problem.
Title: Re: Late Game Pirate Spam
Post by: intrinsic_parity on May 07, 2020, 09:18:54 AM
My standard colony building procedure is to build ground defenses and a station before the colony hits size 4 (usually I queue them as soon as the colony starts, sometimes before my first money industry if the colony has very low hazard), then I build a military base as my second industry and I have all of those things at max level by size 5. I also usually build a heavy industry on my first colony as the third industry at size 5 so I have my defensive fleets online as well by that point. Following this procedure and ensuring at least two colonies in the system (I've been aiming for 3 recently), I almost never have to personally defend my colonies from anything.

Maybe if the first pirate raid comes a bit before my station is on line, or if the first expedition comes before my stuff is maxed out, I might have to head back once or twice, but in general, my defense stop everything in orbit and I just explore freely and do bounties for cash and my colonies are fine.

To be fair I haven't played a vanilla campaign in a while, but I remember this working fairly well (I was able to generally fly around and do what I wanted). It seems like other people have very different experiences with colonies, when do other people upgrade defenses? Is my memory of vanilla that wrong or did I get lucky or something?
Title: Re: Late Game Pirate Spam
Post by: Megas on May 07, 2020, 09:43:17 AM
Basically, the Hegemony will become a permanent enemy from here onwards. They will send 'Inspection Fleets'. When this happens, you MUST order your colonies to defend, otherwise you lose ALL of your AI Cores. However, asking your colonies to defend against an Inspection Fleet is considered as a declaration of war by the Hegemony. Overall, this is still the only viable to play the game. The AI inspection fleets are about as strong as the various expedition fleets factions send you about Market Share. So nothing a Star Fortress with an Alpha Core can't handle  ;)
If player is not hostile, just bribe them away.  They do not seem to send inspectors too often, and the results are reliable.

If I need to resort to defend, then it is time to sat bomb their worlds and purge them from the sector.
Title: Re: Late Game Pirate Spam
Post by: dead_hand on May 07, 2020, 09:53:19 AM
Basically, the Hegemony will become a permanent enemy from here onwards. They will send 'Inspection Fleets'. When this happens, you MUST order your colonies to defend, otherwise you lose ALL of your AI Cores. However, asking your colonies to defend against an Inspection Fleet is considered as a declaration of war by the Hegemony. Overall, this is still the only viable to play the game. The AI inspection fleets are about as strong as the various expedition fleets factions send you about Market Share. So nothing a Star Fortress with an Alpha Core can't handle  ;)
If player is not hostile, just bribe them away.  They do not seem to send inspectors too often, and the results are reliable.

If I need to resort to defend, then it is time to sat bomb their worlds and purge them from the sector.

Imho this is one enhancement I'd like to see in game. More resilient core worlds. Places like Chicomoztoc, Culann, Sindria, etc. should get bonus officers, higher officer levels in fleets, +3 bonus to stability for being a capital planet, +20 accessibility, and they should additionally spawn an extra Detachment sized fleet that never leaves the area of the star fortress. (This would make sat bombing truly an end-game activity, and also make factions somewhat more resilient vs pirate activity) But that's quite another topic.
Title: Re: Late Game Pirate Spam
Post by: Megas on May 07, 2020, 10:09:42 AM
My standard colony building procedure is to build ground defenses and a station before the colony hits size 4 (usually I queue them as soon as the colony starts, sometimes before my first money industry if the colony has very low hazard), then I build a military base as my second industry and I have all of those things at max level by size 5. I also usually build a heavy industry on my first colony as the third industry at size 5 so I have my defensive fleets online as well by that point. Following this procedure and ensuring at least two colonies in the system (I've been aiming for 3 recently), I almost never have to personally defend my colonies from anything.

Maybe if the first pirate raid comes a bit before my station is on line, or if the first expedition comes before my stuff is maxed out, I might have to head back once or twice, but in general, my defense stop everything in orbit and I just explore freely and do bounties for cash and my colonies are fine.

To be fair I haven't played a vanilla campaign in a while, but I remember this working fairly well (I was able to generally fly around and do what I wanted). It seems like other people have very different experiences with colonies, when do other people upgrade defenses? Is my memory of vanilla that wrong or did I get lucky or something?
Player has time to build only one thing before the first pirate raid arrives.  The very first thing I build is orbital station so that it can block the first pirate raid.  After that, I build patrol HQ so I can leave the system and let my patrols control my relays.  Then, basic ground defenses.  That should be enough to repel weak pirate raids from -1/10% bases.  I also get Waystation because I want supplies and fuel.  As for industries, I get Farming at first because it is the only industry that has not puked up expeditions from factions while my colony is small (under size 6).  At size 4, I pay the Military Base tax.  While I like to get Heavy Industry, that has provoked expeditions, so I do not get that until I am ready for them.

Once I think I can destroy endgame fleets or my colony is nearly at size 5 or 6 (when I can no longer avoid expeditions), I build up as quickly as I can and brace for the expedition spam.

I do not use Free Port during the time I try to avoid expeditions.  Once expeditions become unavoidable due to colony growing too big, I turn Free Port on to accelerate colony growth as quickly as possible.  Growth Incentives is nearly one-half of growth bonuses, and Free Port is the other half.

Imho this is one enhancement I'd like to see in game. More resilient core worlds. Places like Chicomoztoc, Culann, Sindria, etc. should get bonus officers, higher officer levels in fleets, +3 bonus to stability for being a capital planet, +20 accessibility, and they should additionally spawn an extra Detachment sized fleet that never leaves the area of the star fortress. (This would make sat bombing truly an end-game activity, and also make factions somewhat more resilient vs pirate activity) But that's quite another topic.
More resilient would be nice if it means pirates cannot rollover and consume worlds.  However, an extra fleet would not be enough - it is still less than three endgame expedition fleet gang against a player colony.  A player that can sat bomb worlds with their Ordos smasher fleet will probably be powerful enough to roll over that extra fleet without much trouble.
Title: Re: Late Game Pirate Spam
Post by: Megas on May 07, 2020, 10:37:43 AM
@ intrinsic_parity: The babysitting is not just the player's colonies.  Much of it is protecting the core worlds from pirate raids due to their terrible defenses.  If I want to save core worlds and the export income they provide, I constantly play whack-a-mole pirate to prevent their raids from succeeding.  Then, even if my colonies can defend themselves, I still need to take some time out to fix rep loss.

This is why total core kill looks so great.  Befriend pirates, let all core worlds die, no more (or much less) babysitting.
Title: Re: Late Game Pirate Spam
Post by: intrinsic_parity on May 07, 2020, 10:46:05 AM
I destroy bases when the bounties pop up for income frequently , but I definitely don't kill them all (I generally explore and then kill any bounties that are nearby), and I've definitely never gone to a system to fight raiding forces. I see raids happen sometimes, but usually things just give some phat request missions and eventually recover. I still don't remember seeing more than 1-2 planets decivilize in any campaign. Maybe I killed enough bases to prevent that on my vanilla runs? Seems strange.
Title: Re: Late Game Pirate Spam
Post by: dead_hand on May 07, 2020, 10:57:48 AM
...
More resilient would be nice if it means pirates cannot rollover and consume worlds.  However, an extra fleet would not be enough - it is still less than three endgame expedition fleet gang against a player colony.  A player that can sat bomb worlds with their Ordos smasher fleet will probably be powerful enough to roll over that extra fleet without much trouble.

I don't want to go too much OT here (perhaps I'll refine my ideas and open a topic in suggestions) but while a detachment fleet is easy to blow up, and a starfortress on its own is also not too challenging, a fleet with extra and better officers that always stays in the starfortress range would mean that you'd have to fight the fortress and the fleet in the same battle. So I think that would be quite a different nut to crack, for a similar reason why you (normally) don't attack a nexus if an Ordo is still in its range... so the extra defenses together with the proposed +3 stability and +20% bonus for capital worlds would mean that places like Culann or Chicomoztoc would be very unlikely to deciv due to pirates

Right now you can just jump into a star system with transponder off, which causes the defense fleets to come suicide themselves at you, leaving the fortress exposed and alone. My solution would fix that, because this extra fleet would basically never give you chase, just circle around the fortress.

I destroy bases when the bounties pop up for income frequently , but I definitely don't kill them all (I generally explore and then kill any bounties that are nearby), and I've definitely never gone to a system to fight raiding forces. I see raids happen sometimes, but usually things just give some phat request missions and eventually recover. I still don't remember seeing more than 1-2 planets decivilize in any campaign. Maybe I killed enough bases to prevent that on my vanilla runs? Seems strange.

Depends on what system is being targeted... e.g. Askonia can fend for itself even against larger pirate fleets, so basically you can pretty much ignore it, or farm the bounty when posted, cause it isnt likely to deciv, while Galatia star system will get rekt pretty quickly.
Title: Re: Late Game Pirate Spam
Post by: Megas on May 07, 2020, 11:14:51 AM
Detachment and Star Fortress is about as tough as it gets for human factions, which is still no harder than an Ordos with Radiants, or intercepting all three full powered endgame expedition fleets without backup from my battlestation.  Sometimes, I just attack the fleet and fortress together with my endgame fleet, and it is no harder than what Remnants can throw at the player.  (Radiant is overpowered.)  The only human fortress that is most difficult to defend against is the high-tech one (which only the TT capital world has) because of cheap mine spam.

As for pirates.  The one decivilization I had was in Corvus (Asharu).  Argeus in Arcadia looks like another problem child, small and with Pather cells (caused by tech mine, so you cannot remove it by stealing a nanoforge they do not have).  Hegemony there is not that large.
Title: Re: Late Game Pirate Spam
Post by: dead_hand on May 07, 2020, 11:23:58 AM
Detachment and Star Fortress is about as tough as it gets for human factions, which is still no harder than an Ordos with Radiants, or intercepting all three full powered endgame expedition fleets without backup from my battlestation.  Sometimes, I just attack the fleet and fortress together with my endgame fleet, and it is no harder than what Remnants can throw at the player.  (Radiant is overpowered.)  The only human fortress that is most difficult to defend against is the high-tech one (which only the TT capital world has) because of cheap mine spam.

As for pirates.  The one decivilization I had was in Corvus (Asharu).  Argeus in Arcadia looks like another problem child, small and with Pather cells (caused by tech mine, so you cannot remove it by stealing a nanoforge they do not have).  Hegemony there is not that large.

I had no intention to make it harder than Ordo + Nexus. Just harder than it is now. Because now if you manage to get 2 Paragons, 2 lvl 20 officers, and the right weapons to equip, you can easily steamroll any of the factions with the exception of the Remnants ofc. My proposed change would at least make it such that the player needs a bit more effort than that, helps with the pirate issue, but also keeps the Remnants as the end-game content.
Title: Re: Late Game Pirate Spam
Post by: atsjewell on May 07, 2020, 11:25:36 AM
You need to upgrade to high command and build heavy industry with nano-forges. Then you will get patrols full of pristine paragons. With 5 colones, if you have 2 military bases and the rest patrol HQs you should be completely safe from pirates without any player intervention. I believe the military base/high command influences the number of patrols as well as the patrol size, the heavy industry allows for blue prints to be used in patrols while the nano forge increases the quality of the ships. I'm not 100% sure but I think that's how it works.

This is what I'll try.  I got it into my head to specialize my colonies so I had only one guy set up with heavy industry.  I'll try adding one or two more and build them up with Military bases like you suggested.  Thank you.  And I'll dust off those Alpha Cores as was suggested as well. Thanks guys.

In terms of the actual battles, I'm struggling with the Deployment Point system as well. And to a certain extant the power disparity between the ships of different classes.  At some point you need a capital to be able to take an AI fleet containing capitals.  But the Caps consume so much DP that you can never deploy large numbers of ships, nor would you want to anyway because anything smaller than a cruiser is just sparklers for a lightshow once capitals are around.  Eventually, I'll try tweaking the configs to allow for more spectacular fights.
Title: Re: Late Game Pirate Spam
Post by: dead_hand on May 07, 2020, 11:30:44 AM
You need to upgrade to high command and build heavy industry with nano-forges. Then you will get patrols full of pristine paragons. With 5 colones, if you have 2 military bases and the rest patrol HQs you should be completely safe from pirates without any player intervention. I believe the military base/high command influences the number of patrols as well as the patrol size, the heavy industry allows for blue prints to be used in patrols while the nano forge increases the quality of the ships. I'm not 100% sure but I think that's how it works.

This is what I'll try.  I got it into my head to specialize my colonies so I had only one guy set up with heavy industry.  I'll try adding one or two more and build them up with Military bases like you suggested.  Thank you.  And I'll dust off those Alpha Cores as was suggested as well. Thanks guys.

In terms of the actual battles, I'm struggling with the Deployment Point system as well. And to a certain extant the power disparity between the ships of different classes.  At some point you need a capital to be able to take an AI fleet containing capitals.  But the Caps consume so much DP that you can never deploy large numbers of ships, nor would you want to anyway because anything smaller than a cruiser is just sparklers for a lightshow once capitals are around.  Eventually, I'll try tweaking the configs to allow for more spectacular fights.

Late-Game battles are basically capital spams. You'll have several copies of the same capital, and just rotate them out when the Peak Performance Time is nearing its end. Even if you have less DP than your enemy, you can still win, it will just take longer and be more difficult. Actually, cruisers can be surprisingly good at disabling capital ships, it just depends on the match up. E.g. Auroras will make short work of Onslaughts and Legions, but not going to do much against Paragons or Conquests.
Title: Re: Late Game Pirate Spam
Post by: Megas on May 07, 2020, 12:25:47 PM
Afflictors can punch very hard.  I keep three to five Reaper Afflictors in my endgame fleet for cheese kills against battlestations or large ships.
Title: Re: Late Game Pirate Spam
Post by: SafariJohn on May 07, 2020, 05:33:54 PM
Alex has teased that top-of-the-line faction fleets in the next version will have officers on every ship. Top-end Remnants will probably be the same.
Title: Re: Late Game Pirate Spam
Post by: Aereto on May 08, 2020, 12:31:48 AM
Alex has teased that top-of-the-line faction fleets in the next version will have officers on every ship. Top-end Remnants will probably be the same.
Every ship? As in more than 10/11 officers in a fleet at max level? I'd love to get some popcorn with that fireworks show.
Title: Re: Late Game Pirate Spam
Post by: Megas on May 08, 2020, 06:48:09 AM
Yes, nearly every ship.  So instead of NPCs breaking the ship cap, they break the officer cap.  For player breaking the cap with mercs and cores, not sure if they are a permanent solution.  Do cores need that tier 5 Automated Ships skill to use?