Heavy Bombers – This unit has great ratios against cruisers and heavy cruisers, it makes it really useful in cruiser fleets (since they have the same tech dependencies) and it’s a must have when attacking fleets under command centers. Usually it is dropped alongside with fighters, and it does a rather good job when taking out enemy cruisers. Depends on laser.īombers – This unit is somewhat useful, mainly because it is the only unit that can be dropped without taking out the enemy fighters first. When people say that, what they mean is that fighters have the highest power/cost ratio, however they have several disadvantages and it’s fairly easy and profitable to destroy a fleet made of fighters, however, such fleet has huge power capabilities, and if used correctly, can have the best ratios. Please be aware that before dropping any unit except fighters or bombers you’ll need to destroy your enemies fighters first, or else you’ll end up with a bad surprise.įighters – The most used and commonly referred to as the best unit. All of this units need a ship with hangar space to carry them around, being this their biggest disadvantage. Generally it refers to hangar units, which are the most commonly dropped units. Dropping a fleet is sort of a slang with a broad meaning, but to sum it up, it refers to when you attack a fleet with only one type of unit. This are units that are intended to be dropped. I’ll try to explain it in further detail in the next chapter. Some have very limited uses while others have a broad range of uses. Now, i’d divide the units into 5 categories, dropper units, meat shields, finishing units and capital units and support, each have different functionalities and work on different ways. Shields are the sole reason to build heavier units. That means if you have a heavy cruiser with 5 shields and 100 armor you’ll need 4 power, you’ll need 2500 fighters to effectively kill the HC, even though it has higher shield than the fighter power. However, some of the more expensive units have shields, that means they can absorb part of the power of the attacking unit, however, 1% of that power always leaks. That means, for example, that 4 fighters (20 credits) are better than 1 corvette (20 credits) at equal techs, of course. Units, in AE, have a simple rule, the cheaper the unit, the higher is the power/cost ratio. So keeping armor up is always a good idea. Plus, with a high armor you’ll create more debris in your attacks, thus increasing your profit. The only technology that is useful with every unit is, without a doubt, armor. When specializing in a fleet type, it’s always useful to boost the technology of the units it uses. There are different types of offensive technology, different units require different technologies to boost their power. Fleet types and techs needed will be covered in another chapter. This means that before starting to build fleet and research, you’ll need to plan ahead and figure out which fleet type suits you more. Just look at the top fleets of the server, you’ll always see that they are specialized in something. You’ll have to trust me on this one, specializing in a certain type of fleet is the best thing you can do. However i can’t quite put into words the importance of specialization. Specializing on a fleet type will make your fleet deadly against it’s opponent, it also will enable you to take out larger fleets (providing, of course, that your fleet type counters that of your enemy). And if you’re worried about not being able to hit your counter-fleet, don’t be, as i said it is a team-centric game. Doing this will make your fleet a lot more effective versus other fleets. Using the analogy i made earlier it is building either rock, paper or scissors. Specialization in this context is building only one type of fleet. Another important point to understand is that AE is a team-centric game. That means that for each unit there is a counter-unit. I’m assuming that, reading this, you already have the proper understanding of what structures to build, and when, and a basic understanding of how combat works.ĪE is a combat game, a lot of the profit and the point in playing is always centered around combat, and the first thing that a player as to understand is that when it comes to combat, AE is rock, paper, scissors. With this guide I intend to give the basic concepts of what to build and why, and some of the strategy behind each fleet composition. With the number of unit types it’s fairly easy for a new player to get overwhelmed, and building all the wrong ships, at least I’ve come to notice that in the guilds I’ve been in. This guide comes from my personal experience that i got from being around for 2 years now. Astro Empires Fleet Building and Fleet Types Extensive Guide by kleus
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