Best Planetary Defense Setup?

I think recently the AI just hates and gangs up on me at some point, especially when my fleet is out and about...other AI teams come out of nowhere and raid my planets where my defenses do absolutely nothing, even fully upgraded starbases. How do you setup defenses to deal with AI in general? (I still haven't gone online, mainly because I notice almost everyone is considered a "hardcore player") Before I normally played as the Advent because I loved their planetary defenses the most, but recently the AI is starting to even take that down with ease. I usually went with putting a Starbase near the planet, along with a nearby Hangar or two and surround the Starbase with Beam platforms, keeping the Synergy and Shield Bestowal (however you spell it) in mind...That way my Starbase could use Mass Disorientation to hold the enemies in place while the Beams would take them out. And the Homing Mines I throw in later on just damages them even further.

  Like I said, before this used to take invading fleets out in a minute or two...but it seems the AI now knows what they're dealing with and spams a certain ship or whatever it takes to take my defenses out in seconds. :/ (by the time my fleet makes it back to chase them away, everything is pretty much destroyed...and the enemy fleet pretty much escapes)

Yeah...its pretty annoying now, lol.

17,979 views 15 replies
Reply #1 Top

Big ship?

are you talking about titans?

If so yeah titans especially high lvl and especially vasari will take your defences down very fast if there is no fleet present.

Reply #2 Top

Didn't say anything about big ships...and before my setup even took down a level 10 titan with ease. (though it was Normal difficulty, Hard AI my setup used to at least keep them occupied until I got my fleet there)

Reply #3 Top

Repair bays are the key ingredient of any level of defense setup. Later on add a Starbase in front of however many repair bays you can build along with a frigate factory or two. If you're advent throw in a hangar defense for the extra shields, and if you're Vasari their hangar defense is wonderful if you're facing strikecraft swarms. Against the AI you can get away with turrets, especially the upgraded TEC and Vasari ones, but never rely on them after early game.

Reply #4 Top

 Is that certain ship AI is spamming this one?

 

 

 

 

Reply #5 Top

Torpedoes, the Advent's stupid star...things. (however you spell them, lol) And sometimes carriers too, and Vasari spams their LRMs.

Reply #6 Top

Quoting BellGoRiiing, reply 5

Torpedoes, the Advent's stupid star...things. (however you spell them, lol) And sometimes carriers too, and Vasari spams their LRMs.

Yeah, you'll need a fleet to save your defenses from massed Ogrov's and starfish. If you're Advent meteor storm might save you if there are really close together.

Reply #7 Top

So you call them Starfish too huh? xD

I've never really played with the Meteoroids ability much, might try them again...always used the remaining upgrades for squadrons. (with 2 for Disorientation and the others for fully upgraded armor/HP and attack)

Reply #8 Top

Quoting BellGoRiiing, reply 7
I've never really played with the Meteoroids ability much, might try them again...always used the remaining upgrades for squadrons. (with 2 for Disorientation and the others for fully upgraded armor/HP and attack)

Well. it is the only damage dealing ability capable of hitting antistructure cruisers. Personally I don't like that, yeah the AI spams them but if they're supposed to counter starbases it shouldn't be possible for starbases alone to hit them back.

Reply #9 Top

Quoting GoaFan77, reply 8


Quoting BellGoRiiing, reply 7I've never really played with the Meteoroids ability much, might try them again...always used the remaining upgrades for squadrons. (with 2 for Disorientation and the others for fully upgraded armor/HP and attack)

Well. it is the only damage dealing ability capable of hitting antistructure cruisers. Personally I don't like that, yeah the AI spams them but if they're supposed to counter starbases it shouldn't be possible for starbases alone to hit them back.

Huh? Any ability that can target frigates can target anti-structure cruisers...

Reply #10 Top

I might look into it then, I might try it out if I play online this weekend. Since right now I'm messing with the TEC Loyalists again in single player.

(maybe, I kinda don't wanna go up against a bunch of hardcore players and get easily crushed. xD)

Reply #11 Top

Quoting ZombiesRus5, reply 9


Quoting GoaFan77, reply 8

Quoting BellGoRiiing, reply 7I've never really played with the Meteoroids ability much, might try them again...always used the remaining upgrades for squadrons. (with 2 for Disorientation and the others for fully upgraded armor/HP and attack)

Well. it is the only damage dealing ability capable of hitting antistructure cruisers. Personally I don't like that, yeah the AI spams them but if they're supposed to counter starbases it shouldn't be possible for starbases alone to hit them back.

Huh? Any ability that can target frigates can target anti-structure cruisers...

Indeed, that's why I reduced the range of the ability in my mod, so that antistructure cruiser can attack them safely out of range while other frigates get hammered.  ;)

Reply #12 Top

I have had the best luck, against AI's with the max amount of hangers divided evenly with fighters and bombers and three missile/gun platforms, Adding a starbase behind the defensive line also helps.

Reply #13 Top

Biggest issue with AI is that it has resource/income cheat...this allows it to field disproportionately more anti-module ships than a human ever would...

So, the key to any defense when going against the AI is having one that is good against those ships...fighters are the best for this, but you will have to micro them so that they are shooting the ogrovs or adjudicators and not flying around trying to hit bombers...

Reply #14 Top

Is there a way to set it so the hangar fighters will go after anti-module ships? (I don't do much modding or any of that advanced stuff, lol)

Reply #15 Top

Quoting BellGoRiiing, reply 14

Is there a way to set it so the hangar fighters will go after anti-module ships? (I don't do much modding or any of that advanced stuff, lol)

Fighters will attack them before bombers (assuming the enemy doesn't have a lot of bombers themselves), but no there is no way to set up any type of unit will always prefer to attack another type, with or without mods. All units in the game prefer units they'll do the most damage to as targets, they have no way of calculating tactical importance. That's your job.  ;)