The only thing cobalts are good at on their own, is shooting at static targets. The drunken proletariat commanding cobalts, can be taken under command of a local not so drunk commissar, who will obey to your orders, but you will have to make a ton of unnecessary clicks, wasting your time, yet killing that nasty capital ship. ![]() Aka if they chase an enemy capital ship, they will accelerate to a speed, where they overfly the said capital ship, than try to turn, try to turn again, as the capital ship flies by them at full speed, accelarate again, and do it so long, that you miss 70% of your fire power. And even if not, corvettes can always ignore a fight they cannot win, cobalts not so much.įurthermore, cobalts have a stupid habit, of overflying their targets. Due to cobalts having only frontal weapon, slow turn rate, and small range, it is very easy to micro a corvette fleet to be behind cobalts, and therefore ignoring any of their firepower. In a "fair fight", cobalts win against corvettes. In current patch (1.94) corvettes are the real work horses of any fleet. As the wiki says, it is the work horse for the TEC fleet. Only thing worth noting, is that they have additional damage against siege frigates, so if you are up for rapid expansion, with planetary turrets, scouts are more cost efficient than cobalts.Ĭobalt Light Frigate. (look into grimms guide, how to colonize planets with a colonizer frigate and 5 scouts). The only fighting they can take, is against other scouts, or much smaller asteroid militia forces. Using it for fights is not advisable, even if you happen to have no resources for real war ships. Frigates And How To Eat Them (Basic Info)Īrcova Scout Frigate, is your scout unit - as the name tells. You may go with it, if you are up to an aggressive game play, but I would not recommend doing so, until you have mastered akkan. It allows for fast pushes into enemy territory, it's raw fire power allows it to destroy starbases 1v1, and it's lvl 6 ability is the ultimate counter to any spam, but the fighters/bombers. Marza is the siege cap (capital ship) for TEC. But for now only capital ship worth of mentioning is the Marza. There will be a section below, describing every single one in depth. And that is somewhat right, as other 4 capital ships require a deeper understanding of the game. Judging by my experience with new players, from here on, they do not know which capital ship to get, so they just double down on Kols or akkans. ![]() It desperately needs some cover, be it cobalts, corvettes, or even scouts. It is strong, tough, has simple abilities to understand and requires very few micromanagement. The second most logical pick, is the colonizer capital ship - the Akkan battlecruiser. A Dunov capital ship, being a support one, delivers more impact, than a Kol battleship. As it's abilities are inferior, and it's raw firepower is insignificant. Kol battleship is the only capital ship from TEC arsenal, which is completely useless, unless you have mastered every possible aspect of the game. ![]() But do not let the capitalistic propaganda, with all those shiny trailers, sway you into such a mistake. And for reasons of good ads, most new players go with a kol battle ship. While most of the frigates/cruisers will have to be researched, you can get any kind of capital ship directly. ![]() Now it is about getting your first capital ship. Getting 2 additional scouts and setting them to auto scout is a must have, as knowing the map layout, you will know in which direction you have to move to colonize, and in which direction you should fortify. It all starts with a terran planet, 2 frigate factories, 1 capital ship factory, 3 mines and 2 scouts. Your First Steps In Outer Space (1st Capital Ship) Accepting any peace of advice, or missing information, or propositions, etc.
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