Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 19: Line 19:
   
 
The [[Pirate base]] can be a nuisance if it's located at a key choke point or if your trade ships travel through them. Very occasionally in the late-game it's worth it to completely destroy the pirates in order to secure the planet, but only if you and your opponent(s) are completely deadlocked on opposite sides of the Pirate Base and have no other way of reaching each other. It is actually quite simple to navigate a large battle fleet through the Pirate base without taking any losses: send a scout ship in first and order it to circle the gravity well, outside of the range of the turrets. Once the pirate ships start chasing your scout, you can warp in the rest of your fleet and have them form up and jump to your destination at your leisure, as the pirates futilely pursue your agile scout. For this reason, it's rarely necessary to take the time and money necessary to destroy the pirates. Wiping out the Pirate base is somewhat expensive and extremely time-consuming, but very doable if you have a fleet with lots of carriers. Once you have a fleet supporting 40+ bomber squadrons (which is relatively common late-game), first send in the usual scout ship or two to fly around and distract the pirates. Then, bring your carriers in, and watch as their bombers decimate the pirates. It will probably take a long time since there are so many pirate units to destroy, but is easy to do with minimal losses. It's important to make sure the distraction scout is constantly circling the edge of the gravity well, though: if it's destroyed, the pirates will move on to attack your carriers and you'll be forced to retreat (or your ships will be destroyed).
 
The [[Pirate base]] can be a nuisance if it's located at a key choke point or if your trade ships travel through them. Very occasionally in the late-game it's worth it to completely destroy the pirates in order to secure the planet, but only if you and your opponent(s) are completely deadlocked on opposite sides of the Pirate Base and have no other way of reaching each other. It is actually quite simple to navigate a large battle fleet through the Pirate base without taking any losses: send a scout ship in first and order it to circle the gravity well, outside of the range of the turrets. Once the pirate ships start chasing your scout, you can warp in the rest of your fleet and have them form up and jump to your destination at your leisure, as the pirates futilely pursue your agile scout. For this reason, it's rarely necessary to take the time and money necessary to destroy the pirates. Wiping out the Pirate base is somewhat expensive and extremely time-consuming, but very doable if you have a fleet with lots of carriers. Once you have a fleet supporting 40+ bomber squadrons (which is relatively common late-game), first send in the usual scout ship or two to fly around and distract the pirates. Then, bring your carriers in, and watch as their bombers decimate the pirates. It will probably take a long time since there are so many pirate units to destroy, but is easy to do with minimal losses. It's important to make sure the distraction scout is constantly circling the edge of the gravity well, though: if it's destroyed, the pirates will move on to attack your carriers and you'll be forced to retreat (or your ships will be destroyed).
  +
  +
THE ABOVE IS NO LONGER TRUE!!!
   
 
As of diplomacy or one of the later patches, pirates are now much tougher to take down. The pirate turrets now have incredible range (outranging the TEC and Advent anti-structure cruisers) and retaliate against fighters and bombers (the bombers and fighters seem to be dealt damage equal to the damage they give to the turrets, and considering turrets have over 3000 hitpoints.......). This makes pirates tough to defeat. The most effective method, if playing as TEC, is to use the Novalith Cannon to destroy the planet. Of course, this will not clear the gravity well of the annoyingly powerful ships nor the ridiculously powerful turrets. As of Rebellion, it is not uncommon to use a titan class ship to attack the pirate base for the sole purpose of gaining experience for the titan.
 
As of diplomacy or one of the later patches, pirates are now much tougher to take down. The pirate turrets now have incredible range (outranging the TEC and Advent anti-structure cruisers) and retaliate against fighters and bombers (the bombers and fighters seem to be dealt damage equal to the damage they give to the turrets, and considering turrets have over 3000 hitpoints.......). This makes pirates tough to defeat. The most effective method, if playing as TEC, is to use the Novalith Cannon to destroy the planet. Of course, this will not clear the gravity well of the annoyingly powerful ships nor the ridiculously powerful turrets. As of Rebellion, it is not uncommon to use a titan class ship to attack the pirate base for the sole purpose of gaining experience for the titan.

Please note that all contributions to the Sins of a Solar Empire are considered to be released under the CC-BY-SA

Cancel Editing help (opens in new window)
Community content is available under CC-BY-SA unless otherwise noted.