Fleet builds, your invincible combination

Some combos can not lose to the computer, even in multiplayer will it be difficult to realize what is happening.

Hi there, I recently bought this game and for a first time experiencing this franchise I find the designer and making fleet builds really interesting.

So tinkering around a bit with the designer has produced some... Interesting results in the way of fleet potency and I am interested in what you have come up with as well, since surely I am not alone in this!

 

The five medium jammers.

As you can see, they have an evasion rating of 125%, you can make due with just four but then you run the risk of actually getting hit if your opponent got accuracy or an accuracy increase from tech. Basically having the most basic laser will still make you win.

I see this being a bit too hard to realise in multilayer since evasion rating from feet sharing modules does not show anywhere until you are actually looking at a battle. Might make it too late to make a change towards researching accuracy equipment if you are already doing battle.

 

The swarm, strength in numbers.

Swarm bonus

Here you see a fleet of small support ships, initially designed as a logistics filler for bigger fleets that didn't require any special resources. But I thought, "hey does all these benefits stack?". They do... They do.

If you don't kill them they will have a repair rate of 36. Not that I know what this actually means in repairs per second, but I know that a repair rate of about 15 can keep a capital ship running almost indefinitely against a 'normal' fleet.

Though this build has a weakness, enough burst to get through the health in one go, so that repair does not get a chance to react will work and once you kill one the whole fleet gets a little weaker, making the next kill easier as well.

Possible remedy to this might be to smack a big health sponge in place of 5 of these supports. It should have the health to survive any reasonable burst, as I did in the image.

 

Sharing is caring.

Here is a large and capital fleet, designated as guardians (large) and capital (well, duh) made with one of the most common resource in all of my games at least, durantium. See something funny about the damage numbers and range? Not only that, but this fleet has a potent healing as well and the damage could get higher if the lonely support got traded for another capital or guardian. Not that I know if it would matter, basically everything gets killed in the first volley already and with that range, not a lot of shooting back is allowed to happen.

But this fleet has its weaknesses, the defence is most certainly traded for offence, get more range or equal damage in your fleet and you are on a equal footing at least.

 

 

Now, I shared what I've made so far, now it is your turn! :)

20,772 views 10 replies
Reply #1 Top

And the best part is that the AI can learn about these fleets and build their own. :cylon:

Reply #2 Top

You have gotten much further on fleet design than I have.  I will confess that in GC2 I put together fleets of the biggest ships I could build and just threw them at the enemy. 

GC3 is tempting me to actually design fleets and I am flailing to figure out what I am doing.  Don't get me wrong.  I love the how-does-this-work aspect of a new game.  I am enjoying the heck out of the challenge.  Any discussion this thread provokes will be helpful.  I am expecting that as the AI gets more clever, I am going to need to catch up.

Reply #3 Top

I'd like to use more small ships, but it's a bit annoying that shipyards can only produce one per turn, that alone pushes me towards bigger ships

Reply #4 Top

I usually make ONE Command ship and load it up with all the Thulium, antimatter, promethion fleet helpers, (range, weapon dmg, jamming, accuracy, movement) and then I found that having more medium ships and few large and one or two HUGE are better than a fleet of HUGE. I am tinkering with late game logistics to ship ratios to see what is better. Granted in first alpha strike many will die but if you have Carriers mixed with a dozen guardians and assault craft all 'medium' and a few large to soak up more dmg then the 2 huge capitals in back will really destroy stuff. 

Reply #5 Top

Quoting Ryat, reply 1

And the best part is that the AI can learn about these fleets and build their own. :cylon:
End of Ryat's quote

 

Does the AI actually learn or is it that the ship designs just end up in their lists? I recall in galciv2 it was also stated that the AI learns but i never really remember seeing an example of it happening in my games.

 

Those are far stronger than anything i thought of...just been spamming missile ships or basic carriers is all.

Reply #6 Top

Yes it does. It (the Ai) will use MY own designs in builds. I have seen it build my defenders and sensor ships in my CURRENT game!

Reply #7 Top
Quoting Kataphraktoi, reply 5

Those are far stronger than anything i thought of...just been spamming missile ships or basic carriers is all.

End of Kataphraktoi's quote

Spam carriers. Win the game.

@Euklides - really interesting stuff. I just wish the game was varied enough to make it worth doing. The point about the support details not being visible anywhere is important if not at all surprising.

 

Reply #8 Top

Interesting. I didn't do much fleet design work or stacking.

My general notion was to do:

1. Giant tank with extra thrusters and short-range weapons (kinetics) to blitz the enemies and soak fire. Heavy defenses.

2. Giant support ship with every "aura" system under the sun.

3. Spam pewpew ships with light defense based on a [mass minus overhead mass] : [logistics] ratio. E.g. small/medium ships have excellent mass:logistics ratios, but the overhead of drives, life support and specific augments (beam augment, kinetic augment, etc) doesn't scale and reduces the *usable* mass ratio (raw weapon loadout and defense loadout) for small ships quite significantly. As a result I'm usually looking at large+. In addition, larger ships are more tactically useful because you do not incrementally lose firepower from taking damage. In other words a big ship with 1000 hp will do full damage until it loses 1000 hp. A hundred small ships at 10hp each will lose 1% of the total damage output every 10 damage they take.

4. The support spam stacking seems cheesy as hell so I may as well think about using it for certain games. I think I'd leave my giant support ship above with "every aura" (including ones requiring strategic resources). I'd make a legion of support ships (medium size?) with non-strategic-resource-requiring auras (e.g. 'common' fleet support systems) with light weaponry or whatever. Actually that seems too cheesy so I'll probably rig up a large ship design (thematic) with the common fleet supports and double them as support escorts with masses of shorter range weapons.

Reply #9 Top

Quoting Larsenex, reply 6

Yes it does. It (the Ai) will use MY own designs in builds. I have seen it build my defenders and sensor ships in my CURRENT game!
End of Larsenex's quote

 

Yeah, after posting that i saw some Eye of Sauron (the all-sensors type ship) in the hands of the AI

Reply #10 Top

 

Quoting sweatyboatman, reply 7

@Euklides - really interesting stuff. I just wish the game was varied enough to make it worth doing. The point about the support details not being visible anywhere is important if not at all surprising.
 

End of sweatyboatman's quote

 

Quoting Ryat, reply 1

And the best part is that the AI can learn about these fleets and build their own. :cylon:
End of Ryat's quote

The single player certainly seem a bit samey so far and with regards to others detailing the computer using your tactics. Well, I am not to certain they copy it too well, seen them use one or two of my ship designs, but they still do not organise the fleet well enough for it to have any reasonable meaning.

I still see these fleet mixtures of either carrier spam or mixed with old ships taking up logistics and slowing the moves down.

And a counter to these fleets are not often a similar fleet, but I would love to see what happens when two fleets of 100% evasion meet, is it a draw?

Will I be stuck in a perpetual battle if I dare to watch it?