![]() Losing your bridge = dead ship losing the ammo usually results in an explosion that (depending on amount of ammo and size of ship) may instantly kill it, and having fuel tanks get hit may cause fires. Unless you are the greatest pilot of all time, you will find yourself getting hit eventually. Increased stability makes landing easier, while decreased stability allows for doing backflips and other tricks while dodging.Īs stated earlier, combat ships want to be as compact as possible for a given amount of capability (generally measured by speed/weapons/defense), this makes you harder to hit and easier/cheaper to protect with passive defenses. Thrusters high up above the center of mass of a ship generally improves stability, placing them below center of mass decreases stability. Thrusters should be placed towards the extremities of a combat ship, for example, the corners on a boxy design. Similarly, if your aim is bad, pick weapon systems with faster reloading speeds and larger magazine sizes, and maybe pack more missiles. Players must also consider their own limitations saying “speed is overpowered and the best defense” might be true, but most players are not 11 Honor Lightning Pilots and therefore should probably not try to fight cruiser fleets in an ultralight. Ships need to consider how they will fight, what class of targets they will prefer to hunt, and how they will protect themselves. ![]() It is my experience that a fleet of optimized combat ships and optimized support craft is both deadlier/more durable in combat and more fuel efficient than a fleet of hybrids. Support ships want to use as many static engines as possible, to maximize their fuel efficiency (as well as cruise speed for a given budget). They have reduced function through structure too, so don’t get too fancy with structural cages. Electronics (Search Radar, ELINT, FCS Radar, IRST, and Jammer) do not function behind armor. This means they are less fuel efficient for a given mass of ship and design speed. (Good) Combat ships should use mostly gimballed engines to have maneuverability in combat. Lots of fuel tanks *greatly* increases cross section, mass, and engine count required to achieve a given design speed, making them inferior in combat. Combat ships want to minimize cross-section, to minimize probability of getting hit and mass required for a given armor thickness. Thus, unless you screw up badly, there is no reason for your tanker, missile carrier or sensor ship to ever have to get shot at by cannons. In ship vs ship combat, you get to pick which ships on your team get to appear in combat. (Other than AAW pickets, but they are a special case and the angles your opponents will start from in Air Defense Mode are far more limited than in Ship vs Ship) Combat Ships (that are designed to duke it out in Tactical ship vs ship combat) and Strategic/Support/Auxiliary ships should be built very differently. Some may find this controversial, but this seems really obvious, and quite a few other players agree with me on this. This is assuming you are building a sane ship under 200k of cost, ofc… Place it somewhere empty and your game should be responsive again. If your editor seems to have locked up, drag select your main hull (the piece of ship containing the Bridge) and right click to attach to your cursor. You can place/rotate the entire piece… including shift-placement for very fast construction.įig.2 Incidentally, I discovered a placement bug with the antenna… You can create a disconnected segment of a ship, band-box select it, then right click lift the entire piece. ![]() You can hold shift whilst placing parts (left click) to retain that piece on your cursor, so that you can place another immediately. Hopefully someday Konstantine will explain this ingame… I’ve had to tell dozens of players how to place multiple parts without going back to the parts menu every step… While the guide can help players who don’t care about fuel expense or cost efficiency, these items are an important consideration in the guide. This guide is oriented towards players who are not cheating or have not racked up a giant score for new game mode. Player ships can significantly out-class built-ins in terms of cost-performance and efficiency. (Initially created August 5th 2021 for game version 1.1)īuilding effective ships in Highfleet can be extremely frustrating to new players but is a very rewarding task. Learn how to build ships that are both cheaper and higher performance than the built ins!
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