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« on: May 22, 2021, 07:01:20 AM »
Hey pairedeciseaux,
great tips, thank you very much! Especially #2 about pausing and giving several orders for one CP i wasnt really conscious about.
I tried to take some screenshots but somehow always ended up with screenshots of my Desktop - but with your tips I was able to hold up a bit better and found some more potential hints for others that might have similar troubles:
- When fighting bigger fleets consider fighting close to your aka the bottom border of the map and retreat Ships that start getting hull-damage, thus freeing Reinforcement-Points and send in new, fresh Reinforcements. Enemy Fleets are the strongest right at the begin of the match, but as single hostlies retreat or die to your ships the fight becomes more manageable. With this in mind it might be a good idea to start with the tankiest ships of your fleet and reinforce with nimbler Damagedealers to flank into the enemies Support at the rear. If you cant secure an overall win, consider retreating alltogether and regroup/repair to try again. I still need to test this, though.
- When assigning Weapon-groups, be aware that weapons of similar groups always seem to aim for the same target. Divving up an array of turrets into their own Weapongroups thereby allow them to engage individual targets. This may be especially helpfull with slower turning, higher damage turrets when dealing with lots of frigates or fighters. Or maybe with Broadside-ships that have Sets of weapons on both sides, I need to test later to understand how weapons of one group pointing in different directions behave.
- When dealing with lots of Fighters keep in mind that Point-defense Weapons seem to favor Missiles and Torpedoes over Fighters. With the short engagement-ranges of fighters missiles may often reach your shields before your PD-weapons can destroy the threats and loose further time turning to new targets. With that in mind it seems a better Idea to focus on the scrambling fighters, which non-PD-weapons actually do. They dont seem to discern between eg destroyers and Fighters and often target Fighters first anyways, since the tend to be closer.
These helped me a lot. I love Starsector. I hope in future the game will be more telling of the mechanics that make it such a complex experience. Visibility and effects in Sector, for example, is something else that I imagine being really hard to see for newer players.