Higher mineral cost but better surivability can also be cost effective.Financial perspective would be mineral costs.
Mineral cost is not the main point, it's the counter to the corvette spam.
Higher mineral cost but better surivability can also be cost effective.Financial perspective would be mineral costs.
Starter tech corvettes with wormhole ftl cost 58 minerals.
Btw, I built a paperweight destroyer fleet against your corvettes. Cost of destroyers was 175, corvettes was 86, which was close enough to a 2:1 cost.
Threw 30 destroyers against 60 corvettes. Tier 1 autocannons, mass drivers, no shields or armour, level 1 thrusters and sensors, cheap cheap cheap.
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I didn't change the power supply on the corvettes, so it made it even cheaper when I fixed that. The numbers that corvette gets will destroy the destroyers. Even knowing how 'cost effective' corvettes are, I still don't build them in those numbers. I prioritise income over cost, so I won't be going over fleet cap for carboard corvettes.
I feel as if you're giving the destoyers a disadvantage by giving them stormfire cannons.
give'm massdrivers and see how that plays out
We are talking about starter tech level. Anything like that is useless, as it will not be in time to counter early game corvette spam.How about giving the destroyers sentient combat computer and tachyon sensors.
Then try Cursers with 6 medium autocannons + 3 large and 4 medium level 5 armor + sentient combat computer + tachyon sensors.
What about a pure Autocanon Destroyer?If people have any suggestions on how to beat this, please let me know.
The "rules" are as follows:
You post the setup you want me to test, it can be anything that is buildable within the standard tech tree. Doesn't have to be a single ship-type, you can post any combination of ships, and you may exceed the fleet cap(40) within a reasonable manner if you feel like it.
I will setup the fleet according to your specifications, and then:
- Try to fight it with a number of cardboard corvettes costing the same amount of upkeep
- If your setup wins that contest, I will then try again with a fleet costing the same amount of raw minerals
- If your setup wins, I will try the two previous steps but against cardboard torpedo corvettes
Didn't turn out very wellHow about giving the destroyers sentient combat computer and tachyon sensors.
Then try Cursers with 6 medium autocannons + 3 large and 4 medium level 5 armor + sentient combat computer + tachyon sensors.
We are talking about starter tech level. Anything like that is useless, as it will not be in time to counter early game corvette spam.
What about a pure Autocanon Destroyer?
Autocannons should peform better against Corvettes then just about any other weapon in the game.
I doubt I could have 60 corvettes in my fleet in early game before getting destroyers. Wouldn't the experiment be more "realistic" with smaller fleets? Like, 20 corvettes vs. the same amount in minerals of destroyers?
But it's rather rare to build destroyers-only fleets anyway. Wouldn't it be even better with a full-corvette fleet on one side (the "corvette spam" fleet) and a mixed fleet on the other (both destroyers and corvettes as we tend to do naturally)?
I don't think that the question is : which is better for the same amount of minerals, full corvette or full destroyer? But rather, at this point in the discussion : if I want to counter a corvette spam fleet, is it better for me to build some destroyers in my fleet, and how many of them?
My guess is that corvettes will be used as shields, while the destroyers (who should have a better tracking when you can build them, it doesn't really make sense if you decide to let them "blank") succesfully destroy a huge part of the corvette spam. When the corvette spam is finished with your corvettes (that should have a more defensive build), they shouldn't be in position to destroy your remaining destroyers. At least that's how I used my destroyers and corvettes in multiplayer. Maybe my fleet is a bit more costly, but I think it's a valid tactical choice to invest less in buildings/spaceports and more in your fleet at some key stages in the game. I've seen players building a lot of spaceports to push their fleet limit and spam corvettes, while I had two/three spaceports and a mixed fleet, then lose against my fleet - especially when they are the attackers and I manage to force them to engage next to my spaceport. Since my destroyers generally survive, I just need to rebuild cheap corvettes to replenish my fleet. And if I lose, it's generally because they have superior weapons, but I still hurt them badly enough so that they look like a delicious prey for their other neighbours.
In short, I'd say that the counter against corvette spam is situational, and if we just want to look at it from a build cost perspective it will always to better to counter corvette spam with corvette spam.
Much better! Killed the regular corvettes at both upkeep and build cost parity, and won against upkeep parity torpedo corvettes, still lost before reaching build cost parity, but 90 torp corvettes means you can only run this much "overdraft" for ~5 years before the cruisers start coming out ahead.
So now the real research question becomes, how far back in the tech-tree can you go. Tier V armor seems a tad deep
Can you try 3x red laser corvettes vs my cruisers?
Hey guys! I wonder if cloud lightning would improve the destroyers performance vs corvettes.
Potentially, but cloud lightning isn't part of the regular tech tree, so can't test it in any simple way.