Author Topic: Unlock recommendations for dealing with big fleets  (Read 4098 times)

Offline Martyn van Buren

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Unlock recommendations for dealing with big fleets
« on: May 06, 2011, 03:55:45 pm »
I'm doing my first Light of the Spire campaign, and I'm a bit stuck on the first city shard mission.  I need an escort fleet for the shard, and I'm at the point where I normally start unlocking Mk III fleet ships --- but this time there isn't an advanced factory for at least three hops from my territory (and no ARS in sight except the one I've taken).  I have about eight thousand knowledge stored up, and I'm trying to find something mobile I can unlock that will help dealing with the counter-shard waves before I can get back inside my turreted worlds.

How would Zenith starships fare with that?  I've never used them, and I'm worried they might perish a bit quickly with only Mk II ships supporting them.  Or Riot controls?  I could take another world and use fortresses, but I get the sense that once I get the Spire cities they'll be redundant.  I'm also planning to get some Spirecraft siege towers and martyrs in as backup, but I want to ask about the unlocks.

Offline keith.lamothe

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Re: Unlock recommendations for dealing with big fleets
« Reply #1 on: May 06, 2011, 04:02:49 pm »
You'll be facing a fair number of attacks where a "rolling defense" approach can be helpful, meaning using border defense worlds not for the purpose of totally stopping an attack but rather taking enough wind out of its sails that your further in planets can stop them, etc.  I've found that grav turrets are wonderful for this.  Riot Control Starships and Spider Turrets are also great at whittling away at enemy numbers (in the lead force, the actual dangerous part) via engine damage.

Also, one of my main defensive insurance tactics is layering TONS of forcefields on top of my home command station, and that basically means ff II and ff III unlocks are a given.  Also, those unlock higher level shield modules for the fallen spire stuff.

On that note, laser turrets and heavy beam cannon turrets also unlock some higher level FS techs (so does spider turret and the siege starship techs, but those are more optional depending on how you want to outfit your spire ships and cities).

Defensively, I highly suggest sticking your spire cities on top of wormholes that lead deeper into your territory so that their shield generators will prevent entry into (as opposed to exit from, which doesn't work because the AI ships just pop out outside the shield).
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Offline keith.lamothe

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Re: Unlock recommendations for dealing with big fleets
« Reply #2 on: May 06, 2011, 04:05:37 pm »
For the escort mission itself, Riots are a good thing to try out both due to the shield coverage they can provide (they can also block off a wormhole against entering AI ships if you keep them right on top of it with a shield) and the engine-damage-attrition.  Dropping grav turrets in the enemy path may be a bit tricky, but rather amusing if you pull it off :)

What precisely is going wrong?  Are they destroying the shard, or overwhelming your planetary defense further along in the chase, etc?
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Offline Sunshine!

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Re: Unlock recommendations for dealing with big fleets
« Reply #3 on: May 06, 2011, 06:34:56 pm »
Fortresses can save your bacon if you can drop two (or more) on the world you know you (and the enemy) will be passing through.  IIRC, this shard is 4 jumps out?  For some assistance, you can abuse cloaker starships and neinzul enclaves - it sounds like you'll probably only need mk2 enclaves, so 6000 knowledge there for mk1, mk2, and cloaker mk1 - and if you need a distraction or a meatshield throwing your cap of mk1 transports in the way of the enemy may work (just watch your energy consumption).

Offline Martyn van Buren

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Re: Unlock recommendations for dealing with big fleets
« Reply #4 on: May 06, 2011, 11:56:35 pm »
Thanks!  That's good advice.  It is four jumps out, but I've taken a few worlds on the way so now I'm only crossing one hostile world.

Actually, it's not going too badly --- I got it most of the way home, but then I discovered that I'd forgotten a gate-raid and ships starting pouring in through an underdefended wormhole; I think I can manage it without the unlock.  Mostly wanted to ask about what's good for stopping power.

It sounds like I want Riot Controls; Neinzuls sound perfect, but this is my first expansion (I'm trying to add things slowly, so I don't get too confused).  I wonder if I could chase up about Zenith starships?  I tend to stop at flagship and then focus on raiders and bomber starships.  Are they tough enough to last a while in a big fight?  Anyway, I'm gonna try them, and if they get blown to smithereens I'll go back to the save and use riot controls.

Offline Sunshine!

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Re: Unlock recommendations for dealing with big fleets
« Reply #5 on: May 07, 2011, 10:54:00 am »
Zenith Starships are definitely tough enough to stay alive a while, especially if you support them (which you should be doing considering the muniboost they give).  14 million HP is nothing to sneeze at, though I actually prefer the Spire Starships; the significantly longer range on the Spire Starships makes them excellent suppressive fire even though they do a bit less damage IIRC.  They also don't suffer from the problem that Zenith Starships have with bombers.