![]() ![]() ![]() But once you are ready to deal with them you can just Siege them down to zero and wipe them with no losses(pirates can't use Conscription tactic). I tend to ignore pirate bases because they are a free source of XP for my hero. Each armor module is only 13 production, you'd be better off dropping the sensor module to save 30 production for a quick and dirty pirate fighter. ![]() You probably should keep at least 1 armor module on, though I guess it can be skipped if you run groups of 4x Scouts w/ missiles. ![]() I'd definitely agree with OP about switching to missiles on Scouts, you don't want to be getting in knife fights with pirates. Once you open up the small combat hulls, a Coordinator and 3x Attacker w/Beam or Lasers ought to mop up even the worst fleets. A pair of scouts plus a hero should clear any 1-stack pirate fleet. Pirates don't ever seem to upgrade ships, just quantity of ships in fleets. In my opinion, this is totally valid and intended by the developers There's several other support modules, there are even hero's with more support slots and only 1 weapon slot. You can leave module slots empty and have modules just for that. I don't think it's really far fetched or "borderline exploity". As Vodyani, I also modify my ships in turn 1 to optimize them. Completely empty, just movespeed and higher population on board. I also had some landing ships just as described in this tutorial. For example 1 ship to tank laser, 1 to tank projectile etc. I customize and optimize my fleets to a point that I have 4 different kinds of the same ship. However, the ship building feature is one of the best. Idk if Vodyani is overpowered af, will buy and test the other difficulties aswell. I played 2 games on serious, which I had 0 problems to beat. I only played 3 games of Vodyani (and 1 learning game of imperium). I just played Endless Space 2 during free weekend and had a blast. Not OP but I have a different opinion on this too. For other factions it should be enough just to bringing one taxi ship to the base, without bothering with actually tracking pirate fleet, also scout ships will be twice better. I've used unfallen for it, bcs supposedly they suffer from having to actually defend their colony ship, their scouts pack only 1 gun which is awful, and their hero is also bad for that kind of stuff. Tech that gives 100 manpower module has to be rushed as 2nd tech, ships are to be built as more or less empty designs and then finished by buying modules for dust. That's for the "hard" pirate setting, I dont know what exactly becomes easier on "medium" settings, but I'd guess it's timing.Īnyway, general idea would be to bring fleet with 6 guns including hero, which also has 100 manpower module to be able to kill the base, probes for finding stuff, and 6+ movespeed for intercepting stuff. So I've put together a quick guide on how to delete pirate threat earlygame.ġ) You need only 140-200 manpower to kill level 1 baseĢ) Early pirates are just 2 prowler with 4 guns total and 4 movespeedĤ) The only way to spend dust early is to buy ship modules on it, so why not. Hey, so I've seen a lots of qq about pirates here today, perhaps it has to do with free weekend and guys not understanding how does this game work and it does indeed work mysterious ways. ![]()
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