![]() Sometimes there aren't enough enemy ships to grab the attention of your entire fleet so you'll either have to use escort orders (basically the only order that forces an immediate reposition other than retreat) or try and split your engage orders evenly, preferably between no more than two groups. You should give it a shot and see if it's effective.How I usually handle fleet combat (for every fleet actually) is by setting enough engage orders (not eliminate orders) on the slowest enemy ships and most densely packed area of the enemy fleet. What you say may work but I haven't tried it. I agree and disagree, I think that the rating given for a single Atlas Mk II on the field is appropriate.Thing is, you can deploy a silly amount of these things (12 if you really want with the default max battle size, 24 deployment cost each), and that means you have a LOT of 2x large ballistics and 2x large missile launchers on the field simultaneously. If you slap it in the middle of an formation it can easily lay down decent damage at longer ranges melting destroyers and some cruisers and also defeating capitals, when it gets the jump on them and some help soaking up damage.Even though It is a ship you will be permanantly escorting in battle, nonetheless due to its low cost and maintanance it is a solid B in my eyes. It perfectly fits the role of an Artillery ship. I am going to have to disagree with the ranking of the Atlas Mk II.It is in my opinion a phenomenal ship if you use it right. I know 600 hours isn't much to some of the vets of this game, so feedback is greatly appreciated.All weapon lists are finished. ![]()
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