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Endless space hero academy size1/13/2024 ![]() ![]() As you will notice, there is in our community a trove of amazing skills and knowledge that contributes to make our games such rich and unique games. You will be able to follow, via the Games2Gether platform, the status of the community ideas and suggestions. We can guarantee you one thing: if you come and participate to the Early Access, we will listen to you, and make everything we can to take your feedback into account, as long as it fits our vision. We create very rich and deep games and universes, and we need passionate strategy players to bring that game to perfection. The game is decided by then.“Early Access is integral to our development process, we have used it for all our games so far and we would not make a game otherwise. If there are more than 3-4 weapons slots, I tend to give the Hunters a gun for flak too. When I get Carriers, I equip them like tanks and replace one of the Coordinators. Mid-game is 3 Coordinators, 3 Hunters, and 1 Missile Hunter. I tend to work to get Coordinators as the priority upgrade. The attackers get mid-range beams or the any-range beams if I've found a better tech in a curiosity. Occasionally, I'll use Turtle if going vs long-range early-game.Įarly game, I make 3 CP fleets using 1 Protector and 2 Attackers. I'm currently playing with the Flotilla Path Rework (name?) mod to address this.ĮDIT: Tactics-wise, I use Take Trophies almost 100% of the time. side) Info here is scant, and it's very hard to tell what lanes and ships will produce blind-spots, so I kind of consider this a bug. One thing to note, is that the default patterns cause blind spots when targeting adjacent lanes, and I think this is also dependent on ship gun emplacements (turret vs. The missile ship goes where the enemy isn't, or the middle so it can fire on any lane. The AI loves to stack in the top or bottom lane, so I tend to leave the middle lane light if all 3 lanes are opposed. This makes them a flak shield, and deadly at short-range too. Lane-to-lane attacks are always long-range.ġ tank is usually enough for each lane, and they get loaded with guns. In addition, I'll make 1 missile ship to do long-range damage from a different lane. The general idea is for 1 tank in every lane, with mid-range beams for dps. I haven't done extensive tests, but here's what works for me in every game (Endless Difficulty): Railguns are decent against very tanky ship designs (unfallen ships would be prime example) since they do true dmg and they dont cost any strategic resources even on higher tiers which makes them relatively cheap but against "regular" designs other weapons have better DPS. ![]() Swarm missles can be useful to overload enemy anti-missles capabilities but they arent exactly good as main dmg source, so better view them as utility tool. Note: If your playing unmodded ES2, railguns and swarm missles are somewhat underpowered compared to other dmg types. ![]() It has to be said though that none of the faction really lock you into any particular type of dmg or fleet composition, so feel free to play what seems sensible to you. Some factions have access to better kinetic weapons others to better energy ones, others have good carriers, so each faction usually has something they wanna lean into more or less. It can also somewhat differ from faction to faction what kind of weapons you wanna use. This can determine which dmg typ your fleet should lean into. Also some tactics give bonuses to certain weapon types. Most important part is that you use weapons that fit the ranges of your preferred tactics. I am not so sure if KI reacts to your layout aswell since I personally never really tested that, but I wouldnt rule it out. Generally speaking both is possible, but players are likely to react to onesided weapons arrangements, so it's better to mix your damage types somewhat. You can then have some fleets that are specialized in being fleet killers and others that are specialized for sieging. You might want one medium warship to have more manpower and bombardment modules for planetary sieges, while another is just loaded with weapons and firepower enhancement for fleet battles. Personally, I also make sure that my defense slots are filled with a mix of plating and shielding so I have some protection against both energy and projectile weapons.Īlso, don't be afraid to design multiple copies of each frame, to fill multiple roles. You may also want to use the "advanced" options at the start of the battle to make sure your ships are in their optimal range slots. Make sure you know at which range each ship loadout you have is most effective, and use tactics that put them at those ranges. Different weapons will have different effective ranges on them. Left is long range, middle is mid range, and right is short range. ![]() Your tactics cards that you use have different "range slots" on them. ![]()
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