Speed Tactics[edit | edit source]
Enemy AI causes ships to aggressively target the weakest ship in your squadron, predominantly selecting the ship with the lowest health within range of their weapons. Leveraging the speed of fast ships (e.g. Frigates, Chasers, Cruisers) that utilize melee combat AI can draw fire away from your slow, long ranged ships (e.g. Battleships, Aircraft Carriers, Titans). Fast ships will circle enemy ships and rely on their speed and constant movement to evade projectiles and reduce the damage they take. A frequently used strategy is to equip a fast ship with a Shield and Sublight Propeller to protect itself from damage. Equipping an Antiaircraft Firepower Network may be useful for defending against UAV fighter drones or a long barrage of missiles. Fast ships have significantly less health than their slower counterparts, so enemy ships will usually prioritize and target them first.
Fast ships may be able to circle a ship quickly and attempt to disable its engines, inflicting a high speed penalty and making it more vulnerable to missiles and projectile cannons even with a Sublight Propller, since the speed gain is a multiplier of the current engine strength.
Slow ships benefit from the reduction in fire because they rely on having large pools of health and shield subsystems. Their large size and slow speed make it difficult to evade enemy fire, which is why they use artillery combat AI that only adjusts their position if their target is out of range.
Clustering Tactics[edit | edit source]
By grouping your larger ships together, usually with one in front, you can afford to only have one shield and one antiaircraft subsystem. This may allow for greater specialization, especially since the rearmost unit can solely focus on DPS specialization using long range weapons, meanwhile the front unit can focus on defense and anti-close combat weaponry.
There are two flaws in this plan though. The first is that if the front unit is improperly spaced, both units will take on damage. With a lack of a shield on the "back unit", it could get ugly really quickly. The second is that when fighting an enemy decked out with mostly ion cannons and the like, whenever you aren't using the shield both of your units will take damage. The deciding factor with grouping is mainly the enemy's weaponry.
Farming Strategies[edit | edit source]
A good farming stage should have the following factors:
- Win it without taking too much damage
- Win it without too much manual control (or it gets really tedious to farm)
Transporter hunting missions are my choice as all you need to do is:
- Load your ships with long range weapons
- Point all your ships to the transporters
- Use all tactical weapons at the transporter
- Wait for winning
You only need to kill one target so the mission is fast and you won't take too much damage, meaning you can keep playing for very long time. Below are some stages with transporter hunting missions:
- Stage 48, Expert
- Stage 36, Intermediate players
- Stage 17, Beginner
- Stage 4, not recommended
Besides choosing ideal stages to farm for experience, gold, and weapons, creating multiple fleets can make farming more efficient. The further you progress in the game, the harder the enemy gets, and the more inadequate previous weapons and subsystems become. In order to get better equipment you'll need to farm lower levels to try and get better equipment, and by having multiple fleets you can farm much more frequently without having to wait as long, or sacrifice your main fleet's power. the only thing you have to be sure to do is check that the ships you want to be repaired are being repaired. This is done by tapping the + on the "tools" icon whenever you have a planet selected. while this can be tedious, you can get at least 150% the gold you would get otherwise and better weapons that allow you to progress further in the game. Further progression means better drops, new weapons and subsystems, and Khorium, and the cycle repeats.
References[edit | edit source]