Author Topic: New player woes...  (Read 3753 times)

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Offline DaMachinator (OP)

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Re: New player woes...
« Reply #15 on: July 21, 2016, 12:07:14 PM »
Now I'm working on battle fleet design. Ideally I'd like one PD ship with short-range laser PD and long-range AMM PD.

Tactics advice wanted: Since there is a known hostile presence in the system, should I activate size-1 missile detection actives immediately after jump, or design a thermal sensor strong enough to pick up missiles before it's too late?
The maximum speed of any ship or missile with a given engine technology is the speed of a ship composed only of one engine of that technology with the highest power to weight ratio possible with current technology, and nothing else.
 

Offline 83athom

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Re: New player woes...
« Reply #16 on: July 21, 2016, 12:10:17 PM »
Active sensors are useless after jumping due to Jump Blindness, and you can't use passive sensors to shoot down targets (like missiles). However, CWIS and shields work after jumping so I would recommend some of those (like one or two at least) on most ships)
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline DaMachinator (OP)

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Re: New player woes...
« Reply #17 on: July 21, 2016, 12:49:42 PM »
Are early tech shields (next level available to me is gamma level) still useful? Also, should I use absorption shields or regular ones?
The maximum speed of any ship or missile with a given engine technology is the speed of a ship composed only of one engine of that technology with the highest power to weight ratio possible with current technology, and nothing else.
 

Iranon

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Re: New player woes...
« Reply #18 on: July 21, 2016, 01:18:24 PM »
If you have Absorption Shields available, praise the RNGods and build them - you need to uncover 2 separate techs from ruins, which takes a lot of luck or a lot of installations to sift through.

Shields are an optional tech... like Cloaking, Turrets, Gauss (railgun PD requires pretty much no research), ECM and a second anti-ship beam line. Can be good if they fit your needs, and investing into one or two won't hold you back too much because of the way research costs scale. I wouldn't go for all of them, and I'd wait until I have the basics covered to the point where the next tech seems painfully expensive.

How you should split shields and armour is up to debate. Minimal shielding is fine (just to protect the paintjob from the occasional leaker, or avoid shock damage in case of single big hits), so is all shields and minimal armour on larger ships that invest a lot into protection (can take moderate damage almost indefinitely). I don't particularly like an even split, seems unfocused.
« Last Edit: July 21, 2016, 01:20:29 PM by Iranon »
 

Offline DaMachinator (OP)

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Re: New player woes...
« Reply #19 on: July 21, 2016, 02:00:44 PM »
I just assumed I had them since they're an option in the systems design menu. I'll see if I can actually build them now.

I would kill for a weapons specialist about now.

What do I do with a xenology team? I have one, but I need to remember where I found ruins.
« Last Edit: July 21, 2016, 02:05:39 PM by DaMachinator »
The maximum speed of any ship or missile with a given engine technology is the speed of a ship composed only of one engine of that technology with the highest power to weight ratio possible with current technology, and nothing else.
 

Offline Kytuzian

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Re: New player woes...
« Reply #20 on: July 21, 2016, 06:56:39 PM »
I just assumed I had them since they're an option in the systems design menu. I'll see if I can actually build them now.

I would kill for a weapons specialist about now.

What do I do with a xenology team? I have one, but I need to remember where I found ruins.

Just drop them off at the colony where the ruins are, and they will eventually determine what's there. Once they have, you'll need to drop off a Construction Brigade (or several), and they will begin to recover installations. If you go to the Display 2 tab on the left of the System Map screen, there's a section called "Known Ruins."