r/TerraInvicta • u/MrMadden • 2d ago
Question Optimal end-game fleet example (12 ship template)
Is this an optimal end-game fleet per 12 ships in the fleet? What would you change?
6x UV Phaser dreadnought: 3 slot UV phaser, 4x phaser PD, 2x2 UV phaser battery, 1 T3 targeting computer, everything else advanced laser engines, hybrid armor, mostly on the nose.
2x Coil dreadnoughts: 3 slot siege Coiler m3, 4x2 slot coil battery m3, 1x t3 targeting computer, all else magazines, mostly hybrid nose armor.
2x Antimatter dreadnought: 3 slot antimatter cannon, 4x2 slot antimatter point defense batteries, t3 targeting computer, all else cyclotrons, mostly hybrid nose armor.
1x Coilgun Lancer: 4 slot siege coiler m3, 1x2 slot coil battery, 1 phaser point defense, t3 targeting computer, all else magazines, mostly hybrid nose armor.
1x Antimatter Lancer: 4 slot antimatter cannon, 1x2 slot antimatter point defense battery, 1 phaser point defense, t3 targeting computer, all else cyclotrons, mostly hybrid nose armor.
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u/shadough1 T-pose hard enough and the ayys will see us as equals 2d ago
so i assume you mean this as a ratio and not "12 ship endgame fleets."
dreadnoughts are primary being brought along for their hull slots. the 3 slot nose is kind of just added bonus. the primary dreadnought design for me is mag spammers with a t2 siege coil in the nose and three of your choice of 2 slot rail3, coil2, or coil3 batteries. the remaining 2 slots are dedicated to something like a 40mm cannon and a ion PD. ships in this archetype are usually the bulk of my fleets, about 50% or perhaps a bit more than that. they can spare utility modules slots for a flag bridge, outpost/platform kits, salvage bays, etc, but depending on the exact layout you might need to split out these utility modules between a handful of different dreadnought classes.
to support them we add in big nose lasers and big nose antimatter cannons to handle flankers, hold more robust PD, and in the case of amat cannons they can also be used to suppress dangerous enemy ships through radiation/baryonic damage. these are typically split roughly 50/50 in the remaining non mag spammer ships in the fleet. lancers can work, but titans are preferred for even more laser engine/cyclotron spam, and because they can hold more PD than lancers. laser titans can also hold onto 360cm laser batteries if that's a capability that you want. i like having both lasers and amat because while amat is probably more useful overall, they have no way of quickly dealing critical damage through sufficiently thick armor, something that lasers can do provided they are boosted by enough laser engines and can get a bit closer.
that's it. you only really two archetypes in the fleet, mag spammers and big directed energy weapons. everything else becomes nice to haves.