

I try to add shields asap to keep the occasional hit on the rear from doing damage. Most of my designs are fast ships, with little armor, and pretty much only front armor. I usually consider anything having less than about 10 acceleration to be too slow, and anything slower than 5 a much more mobile defensive station. Anything slower and you'll go nuts over how slow your ship is moving. That reminds me, the vanilla battleships and carriers should also be equipped with more armor. The vanilla designs look good, but they don't perform very well. Same with the tractor and the mining ship. Wasting a shot that would have more effect on the enemy's flagship.Īs for what you should build, the scout that you get at the beginning of the game should be modified so that it has more engine and less armor. Lasers are also decent at finishing off support ships, but it's better to have your support ships do that since your flagship's lasers are unlikely to finish off an enemy supportship in one burst. I need the missiles to create an opening, the railguns to keep that opening open, and the laser to finish off the enemy. With a lance of the laser, you can damage a wide swath of the enemy's ship as long as the armor isn't there.Īnd that's why I try to make a balanced ship. It's still possible to punch through armor with a laser though, you just need a big one. And not only that, laser damage is heavily mitigated by armor. But they take lots of power so you'll lose internal space for power supplies. Lasers are great for causing that pinpoint damage. For a bridge buried deep within the ship, I'd have to wear away at everything before the juicy center is exposed. Because, with damage amplifiers, I can't get each railgun shot to penetrate more than 2-3 hexes deep. Everywhere! If I can't get it to hit the same spot repeatedly, it's no good.

They impact everywhere on the enemy's hull.

The reason that this is a problem is because railguns are inaccurate. However, where it falls short is the damage that it causes. Railguns are great for peppering the enemy ships. And.it's likely to bust a subsystem, if you hit the enemy with a super-damaging missile that enters one point and exits another, but the enemy ship is going to be up and kicking. You'd need a direct hit through armor that drills a path all the way down to the enemy's bridge in order for a one-shot one kill.īut missiles take several seconds to reload. I mean, when a missile hits, you'll see a line of hexes get nullified. But if you're testing a missile ship in a the designs sandbox, you'll notice that excellent damage means squat. Missiles cause excellent damage and are long ranged.

When it comes to flagships, unless I have some specialized function in mind, I tend to build balanced ships for a simple reason.Įach weapon has a certain use when busting up the enemy.
