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Author Topic: Combat Questions  (Read 9710 times)

Jo Jo

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Combat Questions
« on: December 18, 2015, 04:04:21 PM »

Hello. I'm considering purchasing this game, but I wanted to ask a couple questions before I do.

I'm watching gameplay videos of this game on YouTube, and I notice the combat is quite fast paced. I'm wondering if it's possible or practical to earn some cash, then buy ships / hire captains to do 90% of the fighting for me? I was thinking of keeping my main character in a smaller ship or a freighter, then vectoring in the rest of my fleet of combat vessels while my main flew away from the enemy.  Thoughts? Thanks.
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Euphytose

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Re: Combat Questions
« Reply #1 on: December 18, 2015, 04:09:12 PM »

If you want to fight you'll have to do it yourself. The AI helps but the player is much better at everything. You can stay in a small ship if you want but if you start a fight or get attacked you will have to pilot something that can have an impact on the outcome.
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ChaseBears

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Re: Combat Questions
« Reply #2 on: December 18, 2015, 04:11:39 PM »

you can set your ship to autopilot, and focus on overall combat, or rely on other ships for most combat/escorting you

You can also set all your turrets to autofire and focus purely on flying your ship

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Jo Jo

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Re: Combat Questions
« Reply #3 on: December 18, 2015, 04:16:14 PM »

Thank you both. What about flying a ship that has fighters or a carrier? Are either of these good choices, considering I don't like "twitch" play as much as I do strategic engagements. In World of Warships, I like carriers and battleships, both require more thinking and planning ahead than great coordination. Thank you.
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Alex

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Re: Combat Questions
« Reply #4 on: December 18, 2015, 04:28:42 PM »

Thank you both. What about flying a ship that has fighters or a carrier? Are either of these good choices, considering I don't like "twitch" play as much as I do strategic engagements. In World of Warships, I like carriers and battleships, both require more thinking and planning ahead than great coordination. Thank you.

Hi! One thing to note here is that the "twitch" factor goes down a lot once you go up to destroyer-sized ships and above, with larger ships requiring more forethought. If you get into a bad situation in a cruiser or a battleship, for example, chances are you're not going to get out of it without at best taking a lot of damage.

So, if you're basing your assessment on what small-ship combat looks like, fair enough, but it doesn't represent the entire picture.
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ChaseBears

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Re: Combat Questions
« Reply #5 on: December 18, 2015, 04:45:16 PM »

you can indeed focus on carrier gameplay.  I'm flying a cruiser-carrier called a Heron right now and use several squadrons of fighters to engage most threats.

Fighters are not specifically attached to carriers, but carriers do allow them to replenish their numbers in combat and persist even if the squadron is destroyed.
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Jo Jo

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Re: Combat Questions
« Reply #6 on: December 18, 2015, 05:29:35 PM »

Very interesting to read your replies.  ;D I had wondered how carriers worked, and now I see they can replenish fighter squadrons. I'm making my way through this series (Nemo Teaches--below), and am quite interested in any YouTube videos that feature combat. If you have some, please link, especially if in a fleet.

What are the benefits of capturing a point during combat? I'm having a very difficult time locating any YouTube gameplay showing people capturing anything. Thanks to all who have responded. :)
 


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Clockwork Owl

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Re: Combat Questions
« Reply #7 on: December 18, 2015, 05:34:07 PM »

Gives a command point you can use to issue an order to your fleet.
Also they have some bonuses depending on thetypes:
*Sensor array gives 10% weapon damage bonus.
*Nav buoy gives 25 top speed and maneuverability bonus IIRC.
*Comm relay gives 3 command points instead of 1.
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Jo Jo

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Re: Combat Questions
« Reply #8 on: December 18, 2015, 06:04:06 PM »

Gives a command point you can use to issue an order to your fleet.
Also they have some bonuses depending on thetypes:
*Sensor array gives 10% weapon damage bonus.
*Nav buoy gives 25 top speed and maneuverability bonus IIRC.
*Comm relay gives 3 command points instead of 1.

That makes sense. Thanks.
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Weltall

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Re: Combat Questions
« Reply #9 on: December 18, 2015, 06:07:50 PM »

Most people go for Nav buoy first and even the AI seems to be more interested for it, rather than the rest. I thought sensor array though was only because it opens a large part of the map around the point you capture.. well then.. 10% damage sounds nice..

Although I have to say one thing. Sure you can sit back and command your ship to do the work and if the commands are good, you will win. But I have a feeling you will be talking to your screen eventually, telling to your ships they are doing it wrong and you will tell them how they should execute your commands, but sadly no one will reply.

Also since you are watching Nemo, realize that it is his first contact too. Reading the comments under the video might help along with the video itself.
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Jo Jo

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Re: Combat Questions
« Reply #10 on: December 18, 2015, 06:43:48 PM »

Most people go for Nav buoy first and even the AI seems to be more interested for it, rather than the rest. I thought sensor array though was only because it opens a large part of the map around the point you capture.. well then.. 10% damage sounds nice..

Although I have to say one thing. Sure you can sit back and command your ship to do the work and if the commands are good, you will win. But I have a feeling you will be talking to your screen eventually, telling to your ships they are doing it wrong and you will tell them how they should execute your commands, but sadly no one will reply.

Also since you are watching Nemo, realize that it is his first contact too. Reading the comments under the video might help along with the video itself.

Yes, you're right. I should go back and read the comments. Surely they will be helpful. Great forum, BTW. Appreciate the help.
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Jo Jo

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Re: Combat Questions
« Reply #11 on: December 18, 2015, 07:08:50 PM »

Thank you both. What about flying a ship that has fighters or a carrier? Are either of these good choices, considering I don't like "twitch" play as much as I do strategic engagements. In World of Warships, I like carriers and battleships, both require more thinking and planning ahead than great coordination. Thank you.

Hi! One thing to note here is that the "twitch" factor goes down a lot once you go up to destroyer-sized ships and above, with larger ships requiring more forethought. If you get into a bad situation in a cruiser or a battleship, for example, chances are you're not going to get out of it without at best taking a lot of damage.

So, if you're basing your assessment on what small-ship combat looks like, fair enough, but it doesn't represent the entire picture.

I understand what you mean, now. I found a good video of some larger ships in combat. Seems much slower play, involving more strategy. Good video (below). Thanks for pointing me in the right direction.

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Midnight Kitsune

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Re: Combat Questions
« Reply #12 on: December 18, 2015, 07:19:02 PM »

Thank you both. What about flying a ship that has fighters or a carrier? Are either of these good choices, considering I don't like "twitch" play as much as I do strategic engagements. In World of Warships, I like carriers and battleships, both require more thinking and planning ahead than great coordination. Thank you.

Hi! One thing to note here is that the "twitch" factor goes down a lot once you go up to destroyer-sized ships and above, with larger ships requiring more forethought. If you get into a bad situation in a cruiser or a battleship, for example, chances are you're not going to get out of it without at best taking a lot of damage.

So, if you're basing your assessment on what small-ship combat looks like, fair enough, but it doesn't represent the entire picture.

I understand what you mean, now. I found a good video of some larger ships in combat. Seems much slower play, involving more strategy. Good video (below). Thanks for pointing me in the right direction.


One note about that video is that it is before the current update of .7 and thus uses a few different mechanics, one of which allows for more ships out on the field in one fleet vs. another
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Weltall

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Re: Combat Questions
« Reply #13 on: December 18, 2015, 07:24:31 PM »

Even Nemo himself admits the game changed on his tutorial video for 0.7. Personally I find 0.65.2 an easy version of 0.7. I loved 0.65 :3 I kind of consider it a different game in my head, especially with all the mods~
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Aereto

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Re: Combat Questions
« Reply #14 on: December 18, 2015, 07:26:59 PM »

From the past versions I played, I have made different play styles in the form of different pilot builds.

From your preference, it is very much possible for you to be the admiral at the seat, commanding even your own flagship orders that the AI crews follow most of the time. Just be aware that certain ship hull classes and weaponry may be used in a way that you are certain would lead to certain death. That usually falls to highly maneuverable low-durability frigate-sized ships or cloaked ships. The Hyperion class is the ship often addressed as not-so-good idea to be put to AI delegation and better done as a player flagship who likes being in the thick of battle. Lashers are reasonable ships early game under AI control so long as they have the right weapons mounted for effective AI combat. Hegemony ships have the armor to take a beating and, in my opinion, good ships for AI delegation in early and mid game.

Carriers are nice to use, just know which spacecraft mix to bring along. There is no need to repurchase squadrons when all are killed in battle as long as there is a ship with at least one hangar bay that can service and deploy them. Crew will still perish, however, and can be pricey in both supply and manpower, so must have a stable plan of earnings in your strategy should you take the route. I usually have the squadrons manned with green crew members, leaving the most experienced personnel manning the largest ships to optimize its combat performance and readiness, which is done by placing the ship in Logistic/Crew priority. The path also needs the use of Leadership abilities to increase the amount of orders to give as well as maximum logistics a fleet can handle.

In short, my self-taught techniques in AI delegation and fleet combat involves using durable ships with the right weaponry and setup AI crews can handle, in addition to staying aware of expenses expected in engagement and downtime. Would be a shame to have a carrier fleet only to be mothballed and stowed just to save what little credits are left. I played the armchair admiral in one of my builds, not assuming direct control of my flagship, and just watch as the fleet wins under my directions. It's one of those builds I enjoy from time to time.
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