are EW ships viable?

When i unlock the jammer and other similar technology i usually put all of the jammers i can on one ship and then give it as much defenses as possible. the idea being that it would reduce the accuracy of the enemy fleet and hover around in the very very back of the fight. Ive never actually tested it though. I usually get overwhelmed around 400 turns into any game do to the AI being able to field many many more ships than me so i end up quitting. Has anyone else tried something like this before? if it does work then it would give my smaller fleet an advantage...and in every game im ALWAYS the last place faction even though my ships are much higher quality..i just dont have the numbers the AI does.

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Reply #1 Top

You should be making your defensive ship an 'escort' and your offensive ships 'capital' even if their tiny!

 

I usually use the jammer that dousn't use a resourse, but in all honesty i have not observed that it seems to make any difference at all? Probably when combined with some of the support ship jammer modules it is better?

The main reason i use it at all is Because the defensive modules are damn nasty on the build time, very nasty,,, so anything else that ads 'something' to defense while shortening the build time, is worth it!

 

I forgot to explain... i also usually have a support ship in every fleet. I will put all the useful 'fleet effect' modules on it. Most commonly i build support ships that use fleet effect modules that do not use a resource... these modules are invaluable. The space left over will hold carrier modules as the priority, if i don't have or not enough space, then weapons. Again although it is a support ship, if it has any weapons at all, you should set it to Capital. I will build lots of these for defensive fleets.... defensive fleets never use anything that requires a resource, that's my rule. All the resources are put towards a small number of offensive fleets.

Reply #2 Top

On higher difficulties I make a dedicated Large Hull that is all 'resource' bound electronics, Speed Boost, Jamming, Accuracy, Shield, Armor buffs and of course all weapon buffs. I would note that of all of them the Beam and Missile buffs are really Over Powered. Seriously. Put them all on a hull, give it 4 or 5 Thrusters and engines to keep up, heavily armored and make it a SUPPORT ship (this will ensure it sits WAY back). 


Make a large capital, fill with nothing but missiles, have all the ship missile non resource buffs on it. Add your support ship....now your missile capital will fire from 1650 range and be faster than a buffed Doom ray ship. Its stupidly powerful. 


Clear the galaxy!

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Reply #3 Top

Quoting Larsenex, reply 2

On higher difficulties I make a dedicated Large Hull that is all 'resource' bound electronics, Speed Boost, Jamming, Accuracy, Shield, Armor buffs and of course all weapon buffs. I would note that of all of them the Beam and Missile buffs are really Over Powered. Seriously. Put them all on a hull, give it 4 or 5 Thrusters and engines to keep up, heavily armored and make it a SUPPORT ship (this will ensure it sits WAY back). 




Make a large capital, fill with nothing but missiles, have all the ship missile non resource buffs on it. Add your support ship....now your missile capital will fire from 1650 range and be faster than a buffed Doom ray ship. Its stupidly powerful. 




Clear the galaxy!

 

Goodness, yes, i am fighting the Iridium corporation at the moment.... they are using missiles, i am using doom rays.

 

I have tried building the most powerful fleets you won't believe, supported with that everything technocal ship, and a super heavily defended escort... the best missile defense possible at the limit of technology. They just smoked that fleet like it was nothing, NOTHING.

 

So i am back to wiping them out with carrier fleets, ho hum.

Reply #4 Top

Several of the Mercenary ships are designed for this kind of role.  So, the devs obviously intend it to work that way.  I have had one or two very combat heavy games where I was glad I had a command ship, which is what I call it.  I follow the same general pattern that Larsenex laid out when designing command ships.  They really helped when the enemy had switched defenses to counter my missiles.  Rather than trying to re-arm my entire fleet, I just used the command ships to make all my missiles effectively better.  I also used fleet tactical repair modules.  They won't save any ships, really, but they will leave the live ones a lot less bloody.