TL.DR: Saturday Morning Game Session finished.
Patch to 3.188
Fortress cluster penalty means no more then one per system (per mark anyway, haven't unlocked Mk II to test multiple marks.)
Hybrids actually got a devourer golem to 78%
Cluster Swarmer structure's attack is acting as a mini-mass driver making starships die quite fast. This intentional?
Cluster Structure does not get auto-attacked, have to right-click it. No AIP, would prefer it get auto-attacked.
Control nodes need a look, only 1 auto-rebuild remains rebuilder built, newly captured system just spawned 2 of them.
Youngling Tigers die too fast.
Bomber Cluster structures also need a look, still have 2AIP to kill and a gun even stronger then the Swarmer Structure's.
Siege Starships are very nice, maybe too nice.
---Post Start
Alright, it's been a couple days but I'm still here ready to go.
First I patch from 3.183 -> 3.188.
Game time 3:51:00
Next I want to shift my offensive to a different world without 15 hybrids now that the special forces alarm post is down which means I need to fort my world up.
Time to look at cluster attack penalties and fortresses.
With a single fortress in system, it will do 4000 damage to the distribution node.
With two fortresses built they do 798 damage.
The fortresses have a listed cluster attack penalty of 0.20 and 20% of 4000 is 800, so close enough.
It also means 2 fortresses in the system do less damage then one fortress.
I cheap out and reload my game.
And I've moved over to the other system I'm going to attack.
Only 6 hybrids which is nice, but the command station is right on top of my exit warp point, so the hybrids are also.
And at 5:15:00 here's the first CPA of the game. Not really worried, my front is small enough I only have to really defend 2 planets. Just this is another thing that will slow my attacking down.
And a fortress? Hmmm.
Well, I got the fortress and about half my fleet out.
Sheild guard post in the system though, so I can't just pop the command station.
Time for another rebuild cycle it looks like.
Oh, what's this a planet with no hybrids on it?
I had intended to leave it alone so I'd kind of forgotten about it, but at this point I'm going to take it for the knowledge.
So, switch up my fleet again to take this 3rd system out.
And now there's a devourer golem in the first system with 16 hybrids, can I take advantage?
Looks like not, it's coming for my system so I'm pulling my ships back.
Wow, the hybrids actually got the devourer golem to 78%.
Rebuilt complete, time to take this 3rd system without hybrids in it.
Yay, command station popped without issue.
Well, small issue. For some reason my startships were priority targets, my fleet ships have taken maybe 85% losses max, but my starships (3 fleet, 5 light) are all dead already.
I didn't notice this, will have to watch and see what's doing this next attack.
And the human resistance spawned this attack also, and they are actually quite helpful now that the command station is popped in helping clean the system up.
Is it intended for viral clusters to have 83000 range? Especially with a 32000 attack on a 2 second reload. (for a Mk II, a Mk IV has a 200,000 attack), I'm essentially just having to eat losses from that and wonder if that's what destroyed my starships and as I'm still using Mk I ships, that means it's one-shotting me.
Thankfully the human resistance doesn't spawn the Viral Clusters, so that's the only thing left in the system.
Odd, my ships refuse to auto-attack the viral cluster. They destroy the swarmes as soon as they spawn, but the Cluster Structure does not get auto attacked.
This is annoying because a large part of my fleet is fighters to control the swarmers that spawn, but I can't tell the fighters to attack the Cluster Structure because they then will not attack the swarmers.
I'm probably only doing about 60-70% the damage to the cluster itself that I should be because I can't get the fighters in on it.
Game time 4:47:54 I finally get my 3rd colony's command station build.
I'm not sure why, but the 1st system with 16 hybrids now only has 4 hybrids in it. That should be low enough for me to punch it out.
Looks like it is, got it, took out a viral cluster and a drone spawner and got a good chunk of my fleet out.
Now waiting on knowledge to unlock another Mk II ship before I launch my next attack, I should be able to start chasing down hybrids once I have that rather then just running away.
It will be bombers because I'm assuming they are the best against the Hybrids force field. Going to check that next time a hybrid attacks though.
Hybrid attack! Time to check damages (all Mk I ships):
Fighter: FF: 600 Hull: 3000
Bomber: FF:4800 Hull: 200
Frigate: FF: 2000 Hull: 2000
Hmmm. Forcefield has 500k HP, Hull has 1.5million. Bomber is best to just chase the hybrid off, but fighters do better if you are actually trying to destroy them.
And the CPA is released. Going to be defensive for a couple minutes, still not finished building my Mk II bombers.
That was interesting, a hostile and a friendly roaming enclave just went at it. Well, their fleets did.
Alright, CPA threat back down under 100, offensive time.
Die hybrids die! Mk II Fighters & Bombers make short work of hybrids now.
I watched my starships this time, the Cluster Structure is doing 150k damage or so a shot to my light starships. At 2 seconds reload time, this is pretty much a mini-mass driver, this intentional?
And at 5:51:00 game time, my 4th colony's command station gets built. Oh right, the ARS that was here. I had to take this system anyway due to it's location I'd forgotten it had an ARS after fighting with the hybrids for so long. Anyways, I now have eye bots. Going to try popping a cluster structure with a wave of them I think.
Ummm, control nodes seem iffy. I've only got 1 auto-built remains rebuilder node built, this system I just captured auto-built 2 remains rebuilders.
Youngling Tigers (the tank type) need a longer lifespan. Hostile Enclave launched a wave of them at me, they died before they could cross the system to me.
Wow, totaly fail on the eye bot rush, they lasted about 10 seconds.
Which means Siege Starships are my next unlock. I always used dreads, want to try these out.
Scouts just found the first Bomber Cluster Structure I've seen. Not in a position I can attack it anytime soon however. Same system has my first counter-attack guard post also.
Looking at this Bomber Cluster, it's supposed to be similar to the swarmer structure right? The one I'm looking at still has a 2AIP cost to kill and it's a Mk II, but it's attack is still 83000 range and
100,000 damage. Even without any bonuses against starships, that's effectively a Massdriver. Good thing I don't have to attack this system anytime soon, if ever.
Just found a Bomber Cluster Mk IV. 200,000 attack? I do see their spawn rate is lower then the Swarmer Cluster, but not that much lower.
Wow, spider turret clusters are painful once you lose your scout starships. I got the Swarmer cluster without too much difficulty, although with losses including my scout starships. Took 3 times as many losses just running for the warp point as I did closing and taking the Swarmer Cluster out.
Still rebuilding. Next attack will include the new sieges. No cluster structures left in the system so they shouldn't die immediately.
And the mining golem makes it's appearance. It's going to destroy the system with the only Neinzul Rocketry Corps structure I've scouted out so far. Nice overall I guess, but I was wanting to see how that structure worked. I'll just have to find another.
Still waiting on my scout starships before I attack because of that spider turret cluster.
6:54:00 game time, here we go. Dump my full fleet in.
And I must say, I like sieges. While they still aren't as fast at killing a guard post as just dumping my fleet in would be, doing it while taking a lot fewer losses is nice.
If anything, they are actually OP now.
They still outrange 99% of fixed defenses and now they kill most defenses just a few salvos. They've pretty much made Mk II or higher frigates a late game, if ever, unlock for me as they stand.
Large Control Groups also seem iffy. I have an 800 ship group and sometimes 5 or 6 ships don't register the select when I press it. The throttle again? Seems to happen more often while combat is going on.
Never mind, I have enclave starships along with repeat build queues.
And I didn't lose any starships this time because all, I'm assuming because all the cluster buildings were already dead from previous attacks.
And now I've got my little cluster of 6 systems secured, I'm going to move onto scouting the galaxy and figuring out where I'll go from here, so I'm taking a break for now.
I'll be around.
D.