
Istrolid Best Ships
In Istrolid you design your own unique spaceships from a large number of parts to fit your strategy and play style. With no set units or factions you are free to create a fleet where each ship has its own balanced strengths and weaknesses, from basic fighters and bombers to hulking battleships. My second ship is a battery ship for those drones and supporting my next ship. My third ship is a plasma kiter, I use 1 plasma, 3 range, and 3 reloaders. Lots of volumetric armor, and decent agility. My fourth ship is a long range missile support for when there are dangerous long range ships. It uses 2 max range missile launchers.
Could ship classes be added? Such as fighters using sort of micro blocks and larger blocks for dreadnought and battlcruisers. And hangar blocks for the tiny fighters? The simplistic style of the game is nice and frankly quite enjoyable. Im afraid that even if they add these features, that the game will become too complicated when you look at it now. And please rebalance some of the weapons. I rarely see the wave pusher or tesla turret.
Maybe add damage buff for tesla when attacking ships smaller than x amount of health? And finally, as the title says, the 1000$ limit seems a bit small, i understand its a balance method, preventig op ships that would have EVERY weapon, but larger ships would be nice. Also repair modules (AoE (weaker) and/or aimed(stronger) would be SOOO nice and would add a new meta possibly. Artillery should get a projectile speed buff in my opinion (its so easy to destroy the projectiles) and missile spam nerf, and also a kiter nerf of some kind. Heavy point defense is useless, more range on it would be nice, and cloak buff when multiple cloak modules on ship (not too op please) spinal mount range increase (400-450) and energy share block buff. Increase speed on bulk thrusters (+15 ms?) and cheaper interceptor thrusters (nobody uses them because they are so expensive in regard to what they give in return) just some of my suggestions.
These already exist. Originally posted by:Tesla is currently considered one of the most powerful weapons in the gameWhat? Its firerate and damage is so low it isn't a threat, and the power steal isn't that much of a danger anyways unless it's really beefed up and pitted against a few drones.
You could argue that you could place many of these on a ship, but the energy consumption is too high to make that easiely possible either.Meanwhile there's plasma spammers, hiding behind large tank ships and their only counter being a swift attack on them, if the aforementioned tanks don't kill the attack ships first. Originally posted by:Tesla is currently considered one of the most powerful weapons in the gameWhat? Its firerate and damage is so low it isn't a threat, and the power steal isn't that much of a danger anyways unless it's really beefed up and pitted against a few drones. You could argue that you could place many of these on a ship, but the energy consumption is too high to make that easiely possible either.Meanwhile there's plasma spammers, hiding behind large tank ships and their only counter being a swift attack on them, if the aforementioned tanks don't kill the attack ships first. I do think they are powerful, because they can hit mutiple units and drain energy at the same time.
Quote In Istrolid you design your own unique spaceships from a large number of parts to fit your strategy and play style. With no set units or factions you are free to create a fleet where each ship has its own balanced strengths and weaknesses, from basic fighters and bombers to hulking battleships and speedy destroyers.Challenge your strategies and stretch your creativity, perfecting your spaceships' designs before taking them onto the proving grounds of battle.
Jump straight into tense fights for territorial control where you maneuver your ships to best use their energy, ranges, firing arcs, turn rates and firepower.Conquer an entire galaxy in the single player campaign, where you collect the parts you need to build bigger and meaner ships. Use them to defeat increasingly tougher and more complex opponents. Test the strength of your designs in multiplayer combat, fighting solo or with allies. Face custom AIs with their own fleet lineups or even design your own AI that fights by your side.' While this game is a fun game to play, this game had a bad difficulty curve. Newer people seem to be unable to understand how stuff works in this game, and it might take several weeks to learn how stuff works in this game.
This is a problem since most people on steam are casual players who mostly quit when they are faced with a hard difficulty curve right off the beginning.The reason of this difficulty curve is the game mechanics themselves.-Energy. There is a bar with a lightning symbol on the stat table(right) that shows how much energy capacity(empty large bar), energy re/generation(blue bar) and energy usage on thrust(green) / weapon(red) a ship has. Without it, a ship ceases to function(but doesn't cease to exist). Batteries start fully charged.-Thrust types. People use afterburners(inefficient but huge thrust) due to their size implying it's the most powerful thruster with reactors(heavy e generator)when they should use a more efficient solution(bulk, etc.).
Afterburners also doesn't belong on ships with heavyweight armor.-Armor types. It doesn't protect the ship from a certain side, but it gives ships HP.
People use heavyweight armor because of how much HP it gives, despite the fact that it slows ships down. See above for why this is a problem. Volumetric is underrated.-Weapons. Artillery is used by people early on because of it's range and damage.
Yet people didn't see that the projectile is slow(which can be removed by adding speed coils) can be destroyed by PD, only hits at an small AOE and cannot fire at low ranges. Missile is better than Torpedo in nearly every way but energy efficiency and range, and both can be destroyed by PD. Heavy beam is also used by people early on because of 'beams are cool', but is extremely energy inefficient for it's damage.-Shields.
These regenerate on it's own, but is more expensive against armor on similar HP, slightly more heavier than armor and cost energy to run. The problem is using these at ships that are meant to die while taking out as many ships as possible(melee ships).-Nukes. These are meant not to take out heavily armored ships, but to take out groups of weak ships.
The damage on a splashing nuke is less of a single shot of flak(25 v 30). Most of early player nukes are not fitted with a cloaking module, which also allows the nuke to avoid non-AOE shots just by passing under it. Scarlet blade vendetta. Shaped warhead deals more damage and prevents it from overkilling weak ships, but doesn't splash. This is the strategy of one of my AIs(Named Hammerhead, for the platform), except that the platform(weapon-filled ship) is well-armored, the swarms are cloaked and the generator (carrier) costs 500(but there are usually two of them). It didn't fight well on it's own(or so i think), but when pitted with my usually long-ranged AIs(Curtain-Darkcubes combo) in 3v3, suddenly the cloaked swarm becomes a huge problem.There was also a ring cloaked ship on the AI that tries to counter anything worth more than 500, but that ship AI is unable to discern health. Sometimes it successed at killing ships that it intended to counter (kiters/cruisers), sometimes it attacks battleships instead.
TKKA is a normal clan, just like what other normal clans doCNCR is where I'm also inELYS is a 3v3 teamwork based clan, with kiters as their specialtySPQR this is the gay version of the roman clanWith 933 hours and counting with this game, this game has never failed me.Some tips in the game:It is recommended to do play campaign before playing multiplayer. Campaign will teach you the basics of the game.If you need any help, it is best to consult the Discord.If you're frustrated with the 1000$ ship cap, this is the main developer's article to show you why it's only up to 1000$:Best not to look at too many youtubers playing istrolid. Not to offend, but they know less on the game. But there are two recommended channels to look at.GoddeOfSpring - A veteran who has contributed much, you can learn alot of things from him.Oscar Evans - A developer in Istrolid, his IGN is Saktoth.Hoped these things helped you. Oh God I don't know what I'm doing.My go-to strategy has been to spam basically the huge fat heavy ship that the game gives you like 4 missions from the start and then spam the rest of my cash's worth in the fighters the game gives you like 3 missions from the start. Every design I've come up with myself has more or less been totally worthless except for MAYBE the fighter with a minigun and a PD, which was only really ACTUALLY useful for one mission specifically in conjunction with the other standard fighters.Now I've run into battles in the campaign that I can't just pound through with cheap, massed light beam alpha-strikes and goofy fighter micro, and basically just stopped dead in the water.
RIP.Are there build tips anywhere? What weapons are good.
Are shields a trap? They seem like they might be.
How do I build things between 'expendable fighter that dies in one hit but costs 100 bucks and can kill things instantly via sheer weight of numbers' and '1000 hp armorbrick that costs $900, can sit and cap points, but moves a pixel a second'? Oh God I don't know what I'm doing.My go-to strategy has been to spam basically the huge fat heavy ship that the game gives you like 4 missions from the start and then spam the rest of my cash's worth in the fighters the game gives you like 3 missions from the start. Every design I've come up with myself has more or less been totally worthless except for MAYBE the fighter with a minigun and a PD, which was only really ACTUALLY useful for one mission specifically in conjunction with the other standard fighters.Now I've run into battles in the campaign that I can't just pound through with cheap, massed light beam alpha-strikes and goofy fighter micro, and basically just stopped dead in the water. RIP.Are there build tips anywhere? What weapons are good. Are shields a trap?
They seem like they might be. How do I build things between 'expendable fighter that dies in one hit but costs 100 bucks and can kill things instantly via sheer weight of numbers' and '1000 hp armorbrick that costs $900, can sit and cap points, but moves a pixel a second'? If you're building a fighter that costs more then 50, you're doing it wrong. Using the cheapest thruster, a 1x1 battery, and a light beam mini-turret, you should be able to have it be around 30 credits.
Missiles are supposedly a good meta, but don't focus too much on it, as point defense can ruin an all-missile attack. Beam is way too energy expensive, excluding light beams, and artillery is decent, albeit don't base around it.Shields are good, but not for anything past bigger ships. You should make a 'energy' ship that'll use energy transfer to feed your fighters, so that you don't need to power every fighter.