LRM=Javelis Long Range Missile frigate of the TEC faction, but also used as a shorthand for the same class of longer-ranged weapon frigates of all factions. LRM spam= (1) building many, many LRMs and using them as the primary strike force in your fleet, especially early, and especially against a mix of capital ships and light assault frigates (the TEC ship is cobalts), against whom they match up well; (2) an early rush strategy for TEC players, relying on a fast buil
SFDeanG
Used a group of arcovas last night to take out a military lab as part of a strike. Fun, but a little underwhelming: 1. The delay before the explosion means they don't take the structure down quickly. 2. 900 seconds of cooldown makes it a one-shot strategy, and then you've got a small clot of underpowered ships for 15 minutes (I sent them off gathering updated intelligence.) 3. Hard to justify the research expenditure if you have something else a little more critical to resea
Martyrdom takes out ships as well as structures, making it useful on defense in fleet engagements as well. By contrast, timed explosive only takes out structures, not ships. But it's available earlier in the research tree and doesn't destroy the scout ship using it. The repeatablity adds an additional annoyance/dimension to the threat. It seems like a small number of arcovas could tie up a large fleet of chaser ships, especially if (A) there were few or no fighters on defen
Hmmn. Lots of interesting tactical possibilities with the Arcova's ability: 1. On a map where the big limiting factors are metal/crystal, the TEC cash-generating economy with trade ports and the arcovas' 2-point logistics requirement makes a small fleet of Arcovas practically free. 2. My understanding is that scout ships are the fastest non-strike craft in the game. A little fleet of 10 arcovas could do a deep strike of multiple jumps, past the border worlds to take out lab
That all makes sense, and it's true that a colonizer capital ship doesn't have to be babied as much, but when I tried it, the fact that the colonizer capital ship was slower than all others overshadowed everything, especially in the early battles: You want your capital ship to be on the scene of all the early battles, whether vs. rebel militia, pirates, AI or MP opponents, so that (1) you're likely to win instead of lose, and (2) you harvest all the XP to level up your capital ship.<br/
In general, nice job Kramer 222, but I have one strong disagreement and a couple of qualifiers: My disagreement: At least for TEC, don't build the colonizer capital ship, build a more combat capable cap ship (Kol--my preference--or Marza, unless you're using an embargo rush strategy at the start with a Sova carrier) and buy the colonizer frigate, instead. In general, start build advice based on that from HuntingtonX for TEC is here: https://forums.sinsofasolarempire
I also disagree with the 1:3-4 fighter to bomber ratio. Fighters excel at hitting light (LRMs, Scout frigates, Seige Frigates, Bombers) armored targets and can be used defensively to take out enemy strike craft. Bombers are better at hitting medium, capital, heavy, and (especially) very heavy armored craft (heavy assault cruisers, tactical structures) In SP, some of your biggest threats are seige frigates (pirate and AI player.) In MP, additional major threats are LRM