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Awooo So Wolfpack is really strong when you abuse Hyperions, but what about more normal ships? Well, still strong, but not so strong you can just deploy 240 DP then 'full assault' and AFK vs a large enemy remnant force. I bet this fleet could take on 1,000 DP if I used support doctrine as well and put in like, a second astral. That would be funny. But that would cost so many supplies to upkeep people would complain. There's a few ways you can create a frigate-centric fleet but it all boils down to defeat in detail. You don't care if a battle line forms, what you want is to overwhelm individual points of the battlefield utilizing superior mobility and avoid the enemy doing the same to your fleet. Who cares if the enemy has an omni shield, they won't know what direction to point it at. Front shields? Lmao. 360 coverage? They can't keep it up forever. Remember, Starsector AI isn't a human, they're more prone to dumb positioning mistakes, especially when set to ALL RECKLESS like I have set here. All reckless is key, these ships need to strike FAST before the enemy can react. Even the omens and astral and heron are reckless. In the "Command" "Doctrine & blueprints" menu there's an aggression option for fleet doctrine, level 1 to 5. Level 5 sets all ships without officers in your fleet to behave as if their personality was reckless. That's what I did. Safety overrides is best with wolfpack (which only affects frigates) because wolfpack mitigates the biggest downside, peak performance time. Wolfpack gets even stronger the more mercenary officers you use, but you don't need to abuse mercenary officers to make wolfpack strong. Omens were used in this example because they're one of the best frigates to support the 10 tempests which don't need safety overrides. This strategy works with destroyers too. Enforcers, Sunders, Shrikes, Hammerheads... Key notes on how to control wolfpack without all your frigates being picked apart one by one but also not needing extreme micro; 1. if you have a slow support ship (ex. Astral) you need to keep your frigates back after capturing points, giving the slow support ship time to get into a better position. Once that's done let your whole fleet run wild. 2. Try to minimize keeping commands like 'control' or 'defend' or 'assault' up for too long. AI with high mobility tend to put themselves into situations that minimize their mobility when they try to sustain these commands. That's very bad and leads to dead frigates. 3. You can have 1 individual tanky+mobile ship (omen, monitor, centurion...) escort another ship and it'll survive, forming a little pack to suit the wolfpack theme. I didn't bother though. Too lazy. 4. Because your fleet's guaranteed to be more mobile and numerous than the enemy, they tend to flank the enemy. This is amazing! Until they send in reinforcements because you're fighting over 240 DP of enemies. Tell your ships to 'avoid' incoming reinforcements if they are dangerous ships. In this case, brilliants tend to eat individual frigates alive. So, I told them to avoid them until later. At timestamp 3:50 you can see my fleet's starting to actually lose in defeat by detail, there's small frigates ready to be picked off. The defend commands I issue there are an attempt to get my fleet back under control. The only mods used for this were "lightshow", "console_commands", (to spawn stuff in so i can test fast) "DetailedCombatResults", (that's the combat result screen at the end) "lazylib", "speedUp", "shaderLib", "ShipCatalogVariantEditor" (to post screenshots of ships to discord fast) I also replaced some of the starsector portraits because I didn't like some of them.