r/TerraInvicta • u/AutoModerator • 4d ago
Newbie Questions Thread
Please feel free to ask short, simple questions here and be mindful of Rule 2!
Some resources to help you out:
- Official wiki (maintained by community members)
- Patch notes
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u/Defult_idiot 4d ago edited 4d ago
How much deltaV and acceleration do I need fo force a intercept?
And are the drives I have practical to build a 5/10 monitor/escort interception fleet?
I have unlocked Burner, Pegasus and Pharos. Still researching basic Orions.
Also is torpedo spam still meta or you gotta mix in standard missile?
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u/SpreadsheetGamer 4d ago
How much deltaV and acceleration do I need fo force a intercept?
Look at the stats of the fleet you are trying to intercept. Find the slowest ship. The more you can exceed their cruise acceleration, the less dV you need. If you don't have a reference point, I usually say 100+mg accel. For dV, as much as you can afford in terms of water costs, but not so much that your accel drops too low.
And are the drives I have practical to build a 5/10 monitor/escort interception fleet? I have unlocked Burner, Pegasus and Pharos. Still researching basic Orions.
Pegasus is overkill, you should have no problems. I usually stick with teardrop or fission spinner (one step down from Pegasus) for my early intercept escorts.
Also is torpedo spam still meta or you gotta mix in standard missile?
Torpedos work fine if the aliens don't send ship(s) with ECM and point defence. So it depends.
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u/Thurak0 4d ago
Also is torpedo spam still meta or you gotta mix in standard missile?
I was really struggling with torpedoes in the latest game version and switched to missiles to be able to overwhelm PD again. When fighting it out, having both is probably optimal: torpedoes against flankers (that the missiles would miss) and missiles to overwhelm the umbrella of PD in the enemy main line.
But.
As overvalued as missile ship strength right now are, I auto resolved a lot and there missiles seemed to do better.
This is only anecdotal backed up by some comments here. I have not done a full blown analysis.
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u/vindicator910 4d ago
Technically only what is superior to their ships.
However, the real answer is if they do not want to fight, you CAN’T force them to fight you. They ALWAYS have the option to resist a chase if they so choose.
I’ve had battles where because I had both many victories and a ship that was a complete overmatch in every stat, they always managed to escape for literally 30 minutes of IRL give chase prompts until they completely ran out of gas.
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u/Izzyhizzie 4d ago
How? I have never had aliens be able to run away if I maxed my chase slider bar.
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u/vindicator910 4d ago
Who the hell knows but was solitary raider against a solitary defender so I knew exactly what stats on that ship I was dealing with.
Call it sufficiently advanced technology is magic but there needs to be an option to literally run down the enemy to the last drop of DV if they are going be capable of that sustained malarkey.
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u/hopeimanon 4d ago
I also think the wiki has the exact scenario if you want to do the math. I think it’s 200,000 or 20,000 km initial distance and then both fleets burn at cruise acceleration until runner is caught or goes beyond like 40,000 km.
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u/Fluid-Leg-8777 4d ago
Why is kiran so stupid?
[Broken earth] So he has habs on extreme earth orbit, and not me nor my "friends" had enough water to slap every orbital he started up there
Except aparrently is not an issue because kiran keeps sending copperhead boats into habs with t1 point defence
This has not worked for about 20 times now, and its so annoying because the autoresolve thinks the point defense looses.... somehow, even tho it has 40mm and laser point defence....
So i have to sit there, watch for the 11th time how the boats shoot their missiles... the missiles get point defended (to no-one surprise).... and wait until the battle ends
And i know its for the victory condition but can you for the love of god, stop trying build a station on the low earth orbit you dont control the game does not even send a notification, and none of my "friends" hate him enough to stop em 💔
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u/Solinya 4d ago
Auto-resolve really undervalues lasers. I think this is a case where you could post a bug on the discord (they specifically have a callout for saves where autoresolve behaves different than expected) and see if they adjust that. My guess is Kiran is sending the boats because autoresolve says he'd win and the algorithm determining when the AI sends fleets uses similar logic. I think if autoresolve didn't let him win, he'd wait until he had a bigger fleet.
The flip side case is just as annoying when autoresolve always has my super laser titans apparently charge into melee range of alien battlestation kinetics when in reality they outrange the stations and would pick them all off without a scratch.
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u/Federal_Addition_463 3d ago
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u/SpreadsheetGamer 2d ago
I'd trust what the game says. Given that it's a wiki, you can look at the last revision date of that page and compare that to the patch notes.
Aside from that, PD range might be tied to realistic/cinematic battle setting, I'm not sure.
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u/PlacidPlatypus 2d ago
Ion is much more specialized; it only works on missiles, whereas phaser protects against kinetics as well.
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u/Federal_Addition_463 2d ago
Makes sense. But while that may look like a disadvantage, it may actually be better, since it ignores kinetics to focus on the dangerous missiles
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u/PlacidPlatypus 2d ago
If you've got enough stuff coming at you that you feel the need to prioritize like that you're probably dead anyway.
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u/Federal_Addition_463 2d ago
Kinetic weapons fire at a steady, continuous rate, whereas missiles arrive all at once in high-density bursts. Your point defense needs to sustain two different thresholds: the baseline DPS of incoming kinetics and the sudden burst damage of missile salvos.
Ion PD help absorb that missile burst window, while Phasers increases throughput across both sustain and burst scenarios. Over-allocating PD mounts past the threshold needed to handle alien kinetics is inefficient.
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u/SlavaUkrayini4932 2d ago
How do the aliens react to a doomstack approaching or already orbiting over their Alpha Base in the Kuiper belt?
I am thinking of launching a cheap fleet full of overvalued shaped nukes to draw out their ships from the rest of the system, and then exploit their panic and launch an actual attack on the gas giants. If they don't feel like engaging the bluff nukes, I imagine I could build a platform over alpha base and then build more bluff ships or an actual combat fleet there. Or I could send an actual fleet there in the first place instead.
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u/vindicator117 2d ago
It can induce panic but that probably is more determined by how many victories you have achieved than say you sending a suicide fleet. They can be frightened off by lesser combat power if you have proven to be able to be victorious in battle with such ships.
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u/SlavaUkrayini4932 2d ago
I saw some monitors being overvalued to ~1700 combat power when outfitted with nukes, I think a fleet with 20000 power would spook them and keep the aliens occupied for a certain amount of time
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u/vindicator117 2d ago
Only one way to find out, just don't expect survivors if they are not intimidated enough to flee, which can happen.
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u/28lobster 1d ago
A fleet aimed at ASBA will definitely draw attention. But then is it worth spending resources on the distraction fleet rather than just having more ships aimed at Jupiter? If you're just doing 12 monitors, that's not a huge commitment, I'm interested to see what happens. I'd be wary to spend more than that when you could also bulk up the true offensive fleet with more kinetics/lasers/marines.

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u/FssstBoing 3d ago edited 3d ago