Will often cancel if the enemy ship changes position/pulls back. Escorts should always be faster than the ship they are escorting or it will be a disaster.Įngage: Only use it to force a specific ship/ships to target a specific enemy. Usually a light escort is all that is needed, but if the capital is in big trouble, I assign a heavy escort, then cancel the order after the ship is saved. I only assign escorts as needed during the battle, if I see one of my capitals in trouble. Escorts generally will protect the larger ships flank and provide cover from fighters and missiles, so choose frigates and destroyers that are good at that. Only assign small, fast ships as escorts to larger slow ships. I do not assign waypoints to non-carrier ships, as it restricts their mobility.Įscort: Used only limited. I send the carriers to right behind where I expect the main engagement will take place and move it as needed. Dedicated carriers are things like Dovers, Condors, and Astrals. Waypoint: Used mainly to position my dedicated carriers behind my main battle line. I generally avoid assigning lots of orders to my fleet, as the AI does better untethered. Generally, the tether is around 3000 in-game units (for comparison, most fighters have a range of 4000). When you give them orders, you put them on invisible tethers that limit their mobility. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. Your ships shouldn't be fighting a "full" fleet rather than a stream of reinforcements from any point after the first minute or three of battle if you're doing your job right.įirst thing I do is edit the number of starting command points in the settings file, changing it to 10. Your job as commander is to be the biggest stick you can run much more aggressive builds than AI can properly control, so your most effective way to act as a force multiplier is to smash the enemy vanguard and prevent their fleet from ever stabilizing and bringing their (typically) superior numbers to bear. The only orders I ever give are telling suicide-prone ships to escort something else and ordering full assaults to smash fleets fast towards the end of fights. The truth is that ship/officer AI is pretty solid and doesn't really need commanding to perform well. My approach is that 90% of the battle is logistics and planning: how you outfit your ships, what officers you place in command of which ships, and which ships you deploy. Those also tend to be slower ships that can't get out of trouble easily or frigates that will pop if they make one mistake. The problem with fallback commands is that usually by the point you notice a ship being split off and isolated, it's already too damaged to withdraw safely. This way you gain the advantage without all your ships pushing forward. Stay with your frontline, and once an enemy starts to get weakened, pulls back or gets seperated, jump in and destroy them, then pull back. Ships will get hit, have high flux, pull back and then push forward again. Most battles, if they don't plunge into chaos, will have an ebb and flow of powers. If you do pilot a ship, use a fast one and be opportunistic. Pause the game and check the map often, as you probably already do since you don't pilot a ship yourself. Especially the slow, forward firing ships might get cornered even with escorts. The AI is better with some ships and weapons than others. It is easy to lose reckless type officers if you don't watch them carefully. Officers enhance ships a lot, but observe their character (aggressive, timid) and learn a bit how they behave. You can use two spots for larger fleets to keep them from clogging up too much. Make sure all ships you want to attack a target actually have the arrow indicating this order.ĭefend Orders at any spot on the map (not on a ship) are great if you want you ships to stay and fight in one certain area without splitting up too much. Select actual ships per order, instead of just giving an order - without selecting, the game itself might select a number of ships for a task but not all of them. It takes time to get a feeling for it, but there are some tactics that can generally make things easier for you: Combat, and the AI are difficult to master.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |