4/14/2023 0 Comments Ancient space game sequel![]() If multiple Stations are close by, you could have two or even three Repair Stations supporting the rest as well as each other - again, helping you keep the area secured without any ships from your fleet.Įnemy Stations, especially those supported by Protection and Repair, are extremely annoying to take down directly except with Corsairs or other ships that can Board.Obviously the opposition must be light enough that they cannot ultimately win with attrition. This gives you the opportunity to hold the area without requiring any Repair ships. If you know from which direction the opposition will come and the Station under fire first can be supported by one or more Repair Stations.In general, they are not so commonly useful especially since Stations are more or less expendable assets that can be rebuilt later. Protective and Repair Stations can't fight back so they are sitting ducks if they approach from a direction your Artillery Stations can't reach. Consider Repair Stations only if you need them to help hold a position or if they can repair a nearby Station. Artillery also have a special ability to inflict area damage good against all targets, whereas Turrets can slow a target. Artillery is not powerful against Small ship squadrons, but the splash from their shots adds up to decent damage anyway and Small ship squadrons lose effectiveness as you destroy individual craft, so even a little damage adds up whereas damage against larger vessels do no not hamper them until they are destroyed. In the general case however, build only Artillery, especially if you can support them with Repair ships. You will be introduced to more and more types of Stations through the early missions. In such a case, if you then have to abandon the ship because you do not have enough Replicants to take it over, it will remain cloaked and you cannot interact with it anymore until you decloak it, such as with a Bloodhound squadron. If you Board an enemy ship that can Cloak, they may do so automatically during the Boarding process because after an idle period, Stealth ships automatically cloak. I would also drop Invaders for Cutlasses since Invaders are fragile and have a cooldown on their Missile Barrage whereas a few Cutlasses, having all their health on a single ship and being able to Repair each other, can survive much longer. For example, Lancers are good against Small units but I would rather drop a Lancer and a Rover for a single pirate Cutlass which is good against Small units and also has Rover functions of Repair and capturing bases. Since we can steal enemy ships (and recycle our own to make room for them in the fleet) we recommend that you aggressively replace your small squadron ships with Medium or Large ships that can fulfill the same function. The key use, however, is to build-for-free ships that are better than yours.You can steal something and recycle it for resources.If your population cap (Replicant Count) is not sufficient, the unit is disabled and grayed out but can still be manually targeted for repair or boarded later with a Corsair. It is basically an instant death ray with a long cooldown.Bases cannot be stolen but just about everything else can, including Small squadrons of ships.The Ulysses offensive setup/configuration has a Boarding ability that is short range but instant and which lets us basically steal enemy ships. The enemy always has an interesting ship you will want, and you have two Boarding options to steal them. If you like failing over and over again even during early "tutorial" missions, then go for hardest difficulty.Īlthough we are told to direct the proper units to counter enemy units, this is inferior advice. ![]() ![]()
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