I've always just obsoleted my tiny hull warships once I get small hulls, but I'm wondering if maybe I'm missing something by doing this. With the tweaks to hit points in Retribution, I'm considering this again. Does the community have some insight on this issue? Even with a hundred hours in the game I still consider myself a neophyte when it comes to the nuances of combat. Thanks for any advice!
throw up a wall of a 1 logistics, expendable escort small ships to protect small or medium capital ships. put 1 weapon on the escorts and correct defenses for the attacker on the tiny ones and no defenses and best weapons on the capital attack ships.
The AI will go after the escorts first and the capital ships will get free shots at the attackers. Kinda use the the tiny ones as ablative armor for the important ships
To be fair, I haven't verified that this behavior still works in retribution. But for anything before that...
So I don't think there is any value in smaller hulls... if you have larger hulls, use them. The only reason I employ medium hulls once I have large hulls in the game is because of production times and my desire to get X amount of power to a area in Y amount of time. If I'm given infinite time, I would always field nothing but Huge Hulls and then whatever sizes needed to fill in the last logistic slots.
The logistics cap and the inability to produce more than 1 ship per turn means that tiny/small/etc. hulls can never compete because they can never be fielded in the sort of overwhelming numbers needed. The small evasion bonus and speed bonus they enjoy does not compensate enough for this to be otherwise.
I can often produce medium hulls in a single turn, so why would I ever build a tiny hull if they also take a single turn? Even if production carries over its less HP and less Weaponry on a slower hull and its all "SLOWER" to produce. If a battle is happening tomorrow... do you want a Fighter to be built in time, or, an entire Aircraft Carrier? If it takes the same amount of time, then you always want the bigger asset.
I hadn't thought about that reasoning concerning only being able to make one ship per turn, that makes a lot of sense. Thanks!
Yeah... early game its not as pronounced, but once you can produce Huge hulls in say... 3 turns... well 3 Tiny can never equal 1 huge as the game stands.
It's too bad... I kinda wish we could build "Squadrons" of Tiny ships and pairs of Smalls. Or that there was a strong "Rock paper scissors" element to hull vs hulls...
Similar to Homeworld (Strikecraft trumped Frigates, Corvettes trumped Strikecraft, and Frigates trumped Corvettes)
Given that you can and will have multiple shipyards, you mostly can produce as many small hulls as needed. just verified that the escort plus capital ship model still works.
One reason to build small ships is to let them take the damage and to preserve the hitpoints of the bigger ships.
Another reason is to fit within the available logistics points, and Retribution has nerfed those. At the start, you won't have sufficient points to put 2 medium ships together in a single fleet, and a pair of escorts together with a capital ship is much better than 2 single mediums
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