I'm guessing warheads will become the ultimate solution. If not, then you didn't use enough!
GL!
But of course. Thanks.
Anyway, thanks for recording this, I am very interested in hearing play-experiences with the new stuff
Happy to.
Continuing to beta-test, I put up a few Mantis suggestions as I went:
Took the two intervening planets, then jumpship-raided 2 more DCs. While fortifying, send out Faulty Logic(s) to a new backwater. It's the new one, with the Neinzul Mourners. It's pretty trivial with two human cruisers. I don't think the backwater difficulty is scaling with experience. I would prefer if it did. Also, why does the k vary with the damage to the base? (I assume this is what is happening; I got 716 k for my reward)
Unlocked Neinzul fort (too expensive for now, Neinzul Frigate(I like my cruisers), and Stawman Reclamation Modules.
The first planet I took comes with a Neinzul Nest. Thanks, AI. A military com station under three ffs, and a bunch of sniper turrets means I generally don't have to worry about it.
Unlock grav turrets, HBCs, and basicIIs.
Fortified.
Shard recovery:
Ow. These fleets are really nasty. I do not remember them being this bad.
Hypothesis: champions are affecting exo-waves.
Exo-waves are the one thing that should not be affected by Champions (though a flat boost would be fine, or even a linear boost based off champion experience, just not a 20% proportional increase, as this could make the later stages of FS completely impossible (because they are balanced toward FS firepower, and the champions are in no way worth an additional 20% each of
that.))
Ignore the suggestion if the assumption on which it was based is false. Will Mantis if they do affect exos by 20% each.
Gravity turrets are awesome. This is the first time I have ever used them (that wasn't a desparate what_can_I_possibly_unlock_to_delay_the_AI_steamroller_of_doom_for_a_few_seconds situation), and they combine really well with the Spire Frigates and Starships, and HBCs.
Just barely survived. Home force field at 3%, Spire refugee outpost at 12% and Home Command at 47% (there were enough zenith sniper shots incoming to kill it, when I emergency-warped the champs back. Saved by Faulty Logic.)
The fleet is mostly dead, and I have 30% of an Armored Golem to heal. My fortifications were also conspicuously non-present at the end of the battle.
I also noticed a bug: AI regen golems take damage when another AI unit is killed, without actually regenerating them. Mantised.
As I refleet, I realize champions are not immune to BHGs or Grav Drills, which on this particular map prevents them from fulfilling their main function: something to do, not costing AIP, when refleeting. I would really like them to be immune, as this could happen on a variety of maps. Mantised.
Once I refortify, I am going to build the colony ship and hub. That means I am going to spend a lot of Champion-time.
I use cloakers to get the champs past a grav drill, and am currently doing another backwater (Zenith Shattered Pillar). They are far too easy once you get a destroyer, and especially a cruiser (or two). Mantised.
Also, there would appear to be a severe case of diminishing-returns for additional champs. For one champ, you get a 20% AI response increase, but to compensate you get all the k and ally ships from the nebulae (in an ideal situation), and a badass starship. Adding another champion mearly doubles your number of badass starships, while also doubling the extra AI response. I could see reducing AIR for each additional champion, but would prefer to see the nebula rewards scale up. Mantised.