Starsector game engine4/29/2023 ![]() 3600 EMP in a 1-second burst allows a frigate to go in, disable any engines, and get out before it's in any danger. Strap three ion cannons together and you have an IP. You are missing out on a lot of good weapons if you use this, though. BPD with more damage, range and bursts, allowing it to more effectively counter missile spam and heavier fighters. Disabling the engines of a frigate when it's in front of a capital ship is more or less certain death. When combined with the tactical laser + capital ship combo, it can be devastating to frigates. Shield needs to be above ~50% flux to arc. The only weapon in the game that can arc over shields (apart from the tach lance). Pretend it's a HE weapon and its usefulness spikes. Ineffective when used as a general use weapon. Fires a 500 damage energy ball every second. The mining laser has too low of a DPS to kill most missiles. Cheap, and easy to get, the PD laser does a solid job. Does a good job of protecting you from missiles. On cruisers and destroyers, it provides good support for KE weapons, as it keeps enemy shields up. It creates a 1600 range "aura" that dramatically reduces frigate flux dissipation. On capital ships, the TL is an excellent suppression tool when spammed. Tactical Laser: A on capital ships, B on cruiser, C destroyer and frigates. ![]() Low base damage makes this less effective against armour. Benefits much more from the Integrated targeting unit, and when spammed, it can be a very effective PD with long range. The saving grace is that it can hard counter sabot missiles, but this is too specific to justify the usage. Dangerous missiles like the Reaper and Atropos travel too fast for the extra range to offset the lower damage. It is outclassed by the regular PD laser. The range isn't really good enough to pressure shields, limiting its use. Takes a while to completely take out the engines and leaves the frigate pretty vulnerable. Equip on a fast frigate and flank capital/cruisers to take out their engines, making them much more vulnerable. Can be overwhelmed with missile spam or heavy fighters. Can consistently protect your ship from missiles. Because of the high flux cost and specific use, this weapon is sometimes worse with AI.īurst PD Laser: A. This forces the enemy to either overload, or tank the 1400 damage, which will rip through any armour. Once the enemy's shield is close to overloading, close the distance and fire. Has a limited amount shots, though 20 is enough for most fights. An unorthodox energy weapon, capable of a huge burst of damage every 10 seconds. ![]() Better to have nothing.Īntimatter Blaster: A. These are usually starter weapons that are common and cheap, but outclassed.ĭ: Underwhelming, but better than nothing.į: Weapons that are detrimental to your ship, usually because of terrible flux inefficiency. S: These weapons are usually a bit OP, a must-have in almost every situation.Ī: Either a great all-around weapon or very strong in its speciality.ī: Usually a solid generalist weapon or a good specialist weapon.Ĭ: By no means bad. I've already done ballistics (Thanks for the feedback and support) and am also going to be doing missiles and possibly fighters. I know 600 hours isn't much to some of the vets of this game, so feedback is greatly appreciated. This game has a lot of weapons and it can be pretty daunting. ![]() So I've clocked in about 600 hours in this game over the past year, and now that a bunch of newer people are joining, I thought it would be good to help them out.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |