![]() ![]() THIS is a pretty good description of the different defenses and where you should be throughout the game. as long as there is more than 1 type of defense, this trend will continue on until they are ALL destroyed. So you’d probably have around 4/5 DFS and 3/5 DT. If you were attacked but the attacker didn’t use a lot of fleet, each defenses would take a hit, but not be destroyed. Say you have 5/5 Deflector Shield (DFS) and 5/5 Disruptor Turret (DT). power per credit is 45/5 4 (before tech bonus) Overall buying a barracks is spending the price of 1 fighter, gets you the power and armor of 10 fighters that don't produce debris when they die. Don’t build barracks or laser turrets! They might be cheap, but a couple fighters are strong enough to tear each one apart.wait until you can build missile turrets and above.ĭefenses use power, when an attack is made, so much of that power that is left gets divided between the defenses. 1) Barracks cost for 5 of them, 5 credits. There is no reason to as you have protection (which I will cover in another post) DON’T build defenses until you are level 10. While theoretically this would work…it won’t. The worst thing you could do with your defenses is have a little of each. Obviously you should know that a base needs defenses, but there’s so many! Which one is best, or should we use all of them? Most fleets include fighters due to the low cost and low technological requirements. Fighters are strong against unshielded units. Armed with lasers, they are unable to move between planets without a hangar unit. Research Labs AE Database Fandom Astro Empires Wiki in: Structures Research Labs Edit Each lab level increases base research capacity by 6, this allows the research of additional technologies on that base, as well as allowing research to raise the level of existing technologies. The second most important part of AE, defenses. Fighters are the basic fighting unit of AstroEmpires.
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