3 ms·
Yeah, the zerglings were a problem. However (hopefully I'm getting it right, it's been a long time), at max tech with the psilons: Stellar converter x8. Top c
by LorenPechtel 7y ago
Yeah, the zerglings were a problem. However (hopefully I'm getting it right, it's been a long time), at max tech with the psilons: Stellar converter x8. Top computer (you need initiative), the tech to increase damage once you burned through their shields, increased hull space, the double shot tech. Note that to fit all this in you have to weaken the defenses, but it doesn't matter. This ship gets 16 shots that hit with full power all the way across the battle map--the zerglings almost never can do meaningful damage from their starting position. If they don't have Antares tech dreadnaughts die with two shots, anything else dies with one. A full Antares-tech design can take 5 hits before dying--but note that you have 16.
In practice a fleet of 8 of these can take on anything the AI will ever field, losses will be extremely rare. Be careful with planets if you want to capture them, it's very easy to kill them by accident.
Once I can build those I didn't even worry about the council.