Admiral's 101: How to Space Battle
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Engines- Allow movement and Hyperspace Retreat, however ships can drift without them. Note that larger ships with multiple engine hardpoints will move at the same speed and be able to retreat so long as one engine remains intact. Shield Generators- Provide Shielding and regenerate shield HP. Ships with multiple Shield hardpoints will not loose shielding until all generators are destroyed, and shield recovers at the same rate and has the same maximum regardless of how many generators are still active. Hangars- Deploy Fighters, and on Starbases they allow free reinforcement Ships to jump in. Note that Starbases have an unlimited reinforcement capacity wheras carriers and other ships have a limited number of squadrons, but refill their hangars every battle; a Star Destroyer that looses all its TIE wings will have more in the next fight. Ion Cannons- Damage shields ONLY. They are a very low priority target. Ground-to-Space Ion cannons disable shielding completely and additionally slow down weapons fire rate. Turbolasers- Generic Weaponry of Star Wars. Duals & Quads are high priority targets. Turbolaser accuracy is also affected by the target, as it is easier to hit another Star Destroyer than a Corellian Corvette fleeing with power to engines active. Concussion Missiles- Tracking missiles, rather low damage, may penetrate shields. They can be effective against squadrons as they have a small area of effect and tracking, however in vanilla the projectiles are so slow they can barely hit them. Some mods alter this. Proton Torpedo Launchers- High Damage Torpedoes, usually penetrate shields. These are first priority targets (and the same weapons that Bombers have). Mass Drivers - Like Turbolasers, but penetrate shields. Not very common, only see them on some Consortium ships and in a couple mods. Harmful and annoying, but do less damage than proton torpedoes so they're to be destroyed after the torpedo tubes. Laser Cannons- Anti Fighter machine guns. Low damage to actual ships. Tractor Beams- Can latch onto and slow small craft. More of an annoyance than a serious threat. (Starbase) Comms Array: Your Minimap (Starbase) Resupply Dock: Your Non-Mining Facility income The master file for this stuff can be found at /Star Wars Empire At War/GameData/Data/XML or /Star Wars Empire At War/Corruption/GameData/XML. ===DO NOT EDIT THIS FILE=== Regarding whether Ion Cannons are a priority target, there are two camps: >They are a priority target, because they do huge damage to shields, and once shields are down you start loosing hardpoints, firepower and health, entering into a death spiral. This is good for a cautious play and will keep ships fully intact longer, potentially outlasting the enemy. >They are not a priority target, because they do 0 damage to hull and hardpoints: an enemy ship with only ion cannons remaining can't hurt you. This is the aggressive play and renders the enemy ship harmless in the brawling phase. 1: Use the right ship for the right job. Some are Anti Fighter, some are Carriers, some Battleships. 2: Balanced Fleets are the ideal meta. Use Capital ships and support craft, not just the former. 3: Ships have range proportional to their size & class. Outranging the enemy (ie with a super star destroyer) is a tremendous advantage and forces them to react & adapt to your moves. 4: Priority targets- You control what hardpoints your ships shoot at. Win the DPS race by cutting at the source. Proton Torpedo Tubes > Shield Generators (if your weps can bypass it) > Hangars > Heavy/Quad > Dual/Normal > Ion & Laser Cannons 5: There is strength in numbers. Every ship is a divisor to incoming enemy fire, allowing your shields and therefore turrets to stay online longer. Works very well vs AI as they never focus fire. 6: When the enemy has numbers, focus your fire. This way you might actually kill something instead of scratching the shielding across the board. 7: Special Abilities, they're powerful when used correctly. *Power to ___ abilities are situational: Weps will drain your shields, Shields is when you need to tank, Engines is when you're moving. 8: Most ships have a blind spot behind their engines, and moreover every weapons hardpoint has a limited arc of fire. Eg. Guns on port won't target stuff on starboard. 9: Via Control/ Shift clicking you can set command groups and hotkey them to a #, 1-9. Its much easier to command fleets in battlegroups (#1 is fighters, 2 is corvettes, 3 is the big guns etc) instead of micromanaging each individual ship. 10: Never Surrender! Don't autoresolve, ever, its really quite atrocious. Play out the battle. Retreat is a perfectly viable option, however doing so forfeits your starbase and puts your planet at risk of invasion. Play a short defensive battle, use your fighters, starbase, and reinforcements to inflict some damage before abandoning the planet. Depending on what faction you play, the individual units you have available will change as will their strengths and weaknesses, however; - If the enemy uses Carriers/ fighter-bomber spams, add more Corvettes to your fleets - If the enemy uses Capital Ships, buy a couple of Carriers/Bombers - If the enemy uses Corvettes/Frigates buy some Capital Ships - If the enemy has Super Ships, invest in Ground to Space weaponry (Hypervelocity Guns, Ion Cannons) Just play each faction in skirmish a bit, get to know their units & abilities, how they handle, what they're weak against etc. Find and use the counters. And again, I cannot stress the "balanced fleet" enough; Everything ties together. Fighters kill Fighters / Bombers Bombers kill Capitals Corvettes kill Fighters/Bombers Frigates kill Corvettes Capitals kill Frigates =Corvettes: They're fast and great at defending against Fighters & Bombers, but won't be much help against anything larger. Keep them near fleet and if they're taking damage, pull them back. Good for starting a match, pop power to engines, close in on the enemy and drop in the fleet. =Frigates: For Ship to Ship combat, plenty of Turbolasers & Ion Cannons and devastating in numbers. Outclassed in the late game but invaluable for their role in proving fire support, because they're not on the same layer as Capital ships - you can have Frigates directly "on top of" your capitals, allowing you to concentrate a lot of firepower in one place. Frigates are also faster and more maneuverable than a capital ship, better following the flow of battle and allow quicker reaction or exploitation of the situation. =Capital Ships: Heavy Battleships designed to deal damage to single targets. Excellent at destroying Space Stations & crippling Frigates, however they're expensive, slow, have limited arcs of fire, and are helpless against bombers. These will form the bulk of your fleet. Most capital ships will also carry some squadrons of fighters and bombers, launching most when they are first deployed but with 2 or 3 in reserve. =Fighters: Keep them close, don't waste them. Excellent for ensuring air superiority and scattering enemy anti starcraft weapons fire for bombing runs, and defending your own stuff against enemy bombers. They're also quite fragile, and do incredibly low damage to "real ships" unless they're massed in absurd numbers. =Bombers: Amazing for knocking out specific hardpoints, like shields or the hangar bay, but won't survive long in combat. Use them wisely, and watch for the enemy's. =Carriers: A Niche. Watch their health, and try to protect them as the enemy's going to want to shut their hangars down ASAP. That said, some carriers are quite capable of combat & work really well as capital ships, like Lucerhulks and Venators in Republic at War. Carriers, like capital ships, also have a limit to how many squadrons they can carry and deploy in battle, however it is much more proportionally than a standard capital ship. =Super Ships: Really, Really powerful Capital ships. Treat t
ИсточникGHub Platform · автор04.09.2026, 19:26:13
Engines- Allow movement and Hyperspace Retreat, however ships can drift without them. Note that larger ships with multiple engine hardpoints will move at the same speed and be able to retreat so long as one engine remains intact. Shield Generators- Provide Shielding and regenerat…
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