

There each ship was good at something, but maintains it's role and usefulness even in the very late stages of the game (they do not get obsolete or complete overshadowed by bigger tonnage ships). I think the current weapon system is working, even if is not most exciting out there, but pretty much is either this, or everyone puts a bit of each type to keep it balanced or with a small favor to a specific weapon type (preferably the one highest tech level).īest weapon systems, ship roles and fleet battles I ever experienced was in Homeworld 2 (I still play it for that unique feeling of space combat). My cruiser is meant to stay within the fleet as much as possible and provide it the bonuses it needs (mind you not the sensors, corvettes are good for eyes in the sky of course, but not really fit to join a frontline fleet past the mid game IMHO). Why would you use a corvette with sensor and engine in a fleet when it will get instantly blown up in first encounter (unless of course you severely overpower enemy fleet and you can destroy it in first salvo). Beyond that cruisers are critical in the offensive role for building carriers with lots of invasion modules (the only way to speed invasions to acceptable rates) so it is clear you'll find less use for them while defending. You shouldn't be putting engines or radars on them, however, those you put on a repair ship (corvette with engine + radar + repair).

They'll never have as great defense as a battleship that's packing the *correct* type of defenses, but cruisers will always provide a well-rounded ship with no 'gamble' on having put on the right type of defense.

Since am not invading, I don't need those modules, sure extra speed from an engine, sight and some offensive or defensive modules are nice, to make 1 ship per fleet, but apart from that.Ĭruisers are useful for building a ship that has defense against all three types of weapons - armor. If am not playing a warring faction and am playing peaceful (at least for early / mid game) I find no use for those ships. Mixing the fleets is a necessity IMHO, you get better value and more staying power by doing so.Ĭruisers are a mystery for me. But I'd never put missiles on destroyers, since they are so fragile they need to do max damage as often as they can before being destroyed, so kinetics or beams looks better to me, and you avoid overkill shots (having 4 destroyers firing 1k missiles each at 1 enemy destroyer is a waste of damage, when they can take it out with 1-2 rounds of kinetics or beam then fire at another target in same turn). Am finding I don't build destroyers early game unless am a warmongering faction or a threat from a neighbor is imminent. I often get pirate events in first 10 turns, so I use corvettes quite a lot in early game. I suppose you don't play with pirates on since you can go straight for destroyers early game. I need my ships to be able to deal damage to enemy big ships as well, and having 2k beam or kinetics is better than 1k beam and 1k kinetics when the enemy dreadnought or battleship is sporting 700 plating and 800 shields

I'd rather have a kinetic battleship and a beam one than lower damage of 2 types on same vessel. Regarding Battleships and Dreadnoughts, I agree on the tankines importance, but I never put 2 type of weapons on same ship. I am not using weapons on my cruisers, I need them for the variety of support modules, and some defense / armor modules, they are just an extra target, possible hard to take down and providing the buffs my fleet needs.
