Starting Fleet

Now, based on experience, I have reasoned my first cap ship tshould be the colony cap ship. After that, I still have difficulties... to some extent. First of all, should a large amount of light frigs and a couple scouts be sufficient in the start. After LR frigs are researched, should I completely use them to substitute the light frigs? Or a combination? And after HCs are available, should I bring those in? (Note that I'd prefer all responses to mention ALL factions, and I am playing on large maps, with at least 2 or 3 stars) By the way, I would also like to know around when LR frigs should be brought out.

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Reply #1 Top

as too the LRFs, well most people spam them in the multi world (though it is not quite the win all scenario it used to be) but generaly you should mix a cap with some backup like LFs and HCs, Hoshikos (if you play TEC) are essential as well

Reply #2 Top

Generally, a good starting fleet is a colony cap, with some scouts and LFs (For Vasari, their LRFs come early enough to be used instead). For the next ships, it really depends on what your enemy is making. Typically, most people go to LRFs early on in the game, so making more scouts and flak is highly recommended. Early on, most fleets are either scout/LF with LRFs coming in soon. With scout\LF fleets, going pure LF is the way to go.

With TEC, try to get Hoshiko cruisers quickly. They're very cheap and can make an enormous difference in an early battle. With Advent, getting Illuminators and Defense vessels are highly recommended. And Vasari... well, Assailants can come out extremely quickly, but otherwise, keep getting more of those and Sentinels until you can get out carriers.

Once HCs come out, you need Bombers and your own HCs. LRFs can work if you have enough, but are usually too frail to take on massed heavies. The exception is Advent; Illuminators can currently hold your own and even take out heavies. But generally, massed Bombers will kill them easily.

Reply #3 Top

At the start of the game, a colony cap supported by four or five light frigates will serve you quite well.  If you're Vasari you can research and start building assailants, since their light frigates are particularly weak and their long range frigate requires only one lab.  After that, the units you get should be based on what your opponent is using.

  • Capital Ships - counter with long range frigates, heavy cruisers, or bombers
  • Light Friages - counter with long range frigates or heavy cruisers
  • Long Range Frigates - counter with scouts, fighters, or heavy cruisers
  • Flaks - counter with light frigates or heavy cruisers
  • Heavy Cruisers - counter with bombers
  • Support Cruisers - counter with light frigates
  • Fighters - counter with flaks or other fighters
  • Bombers - counter with fighters
  • Carriers - counter with light frigates
Reply #4 Top

A little more info with vasari.

It depends on the size of the map. in small maps assailants with scouts and colony cap are good.

However in larger maps u may want to build more scouts so u can aquire a early neutral extractor advantage which is important for vasari. Vasari LR frigs are great but wont work unsupported cause besides the damage they do thanks to phase missles they relatively weak. so when u get them try to get a good ration of them and skimishers or scouts. When heavy cruisers are available? i would barely recommend even using vasasi HC's. Instead get more support craft and carriers. these are the areas where the vasari shine my eyes.

For advent(not my prefered race so forgive errors) Ilums are very powerful if ur comp stomping illums plus fighters are unbeatable. But advent especially u want balance in ship type.

In the end its as Darwin said build the counter to ur enemies ships jus be warned that not all those counters work as vasari especially those involving scouts light frigs or HC's

Reply #5 Top

Yeah, Vasari scouts, light frigates, and heavy cruisers suck to the point at which they might not be able to get their job done.  Kinda gimps the faction overall.

Reply #6 Top

Yeah, the Vasari do have their problems. If the Overseer's jump degredations were cumulative, that would wreck game balance, but it would be awesome, because you could force an enemy fleet to go to sublight speeds between stars, and gain control over the entire phase network if you get them out quickly. But then again, if you had three, then thats 150% phase speed decrease, so how the hell would that work? I really like the Advent overall.