Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I used a leveled up "marskman" autocannon for the ship itself and a rail gun for all drones. Once drones were down, flying/dodging and unloading everything at the hull worked quite quickly for me ;)
(it didn't take 10 seconds, but it didn't take half an hour either)
Good luck !
p.s. some hard hitting missiles can help as well !
You've got a beam laser, which is a precision weapon and hits very accurately but trades off raw damage, and a pulse laser which is very strong on shield damage but not on armor.
The destroyer is a huge target, with no shields, but a good chunk of armor, so not ideal for the weapons you brought.
Sometimes you'll have brought the wrong tool for the job, and even a low quality version of the right tool is what you need in a pinch.
Autocannons, gauss, etc, or rockets are what you want on a high-hull target so big you can't miss, and crafting yourself a pack of common (white) rockets and just blasting away with all of them (and crafting more if you need them!), and a basic autocannon to just recycle after the battle, may have helped you get through that a lot quicker.
The turrets are not really worth destroying on the pirate destroyer. They are pretty tough! I don't believe damage to them transfers to the hull either. If you were focusing on them you were probably wasting most of your dps.
Boosting away to regen shields is also a mistake imo. I usually orbit the destroyer pretty close, even with slower ships. It helps to have the orbs unlocked from the medic perk if you don't already.
The missile defense device has a mode that repurposes destroyed missiles into ammo (40% chance). You can use this to keep hammering the destroyer with secondary missiles, since it fires those huge volleys of 8 missiles. Or use the +1s per missile destroyed mode to shoot down huge #s of missiles.
Annihilator Virus device also works well on the destroyer since it can nerf its damage for a bit and spread to drones that spawn.
I imagine the Corrosion device would also work well but haven't tried it.
I'd also look into getting Destabilizer missiles. These cause targets hit by them to take like +60% more damage. If you have another secondary slot to then slam them with rockets or regular missiles, or if you use the damage booster consumable, you can do really intense damage really fast.
If you have the damage booster consumable, might be worth using that as well to help. Depending on the ship you are flying, the ultimate would also be good to use here as well.
Lastly, you can shoot the turrets if you want, however when you destroy them, they go back inside and regenerate. Iirc it’ll take a lot of damage in a small amount of time to destroy them outright. However I’d personally just focus on the destroyer.
According to the "you brought the wrong weapon". First this had been my first capital encounter so I did not know what to expect, neither how to counter it properly. Second I have only 2 weapon slots. So I bring weapons I can use in almost any situation, not a weapon I only need every few hours. I choosed the beam laser for constantly delivering damage and the "locking on" functionality (helps with aiming) so fewer shots do miss. The pulselaser does good damage. I tried a few other weapons and one (gauss cannon?) had to be "loaded up" before firing. That's not my style. I just want to press a button and not do complex timed click patterns.
In the meantime I have switched the beam laser against a superior coil gun I have found. It has a good range and does good damage. I entered a high risk area again and this time I ignored the turrets. Took me 10-15 minutes still.
I forgot that I can craft in the field too. I have nothing unlocked in the secondary weapons yet. Need to look into that.
I came to that conclusion too. That it is "useless". But I wondered if it is "right" that turrets can't be destroyed. Even if they would only regenerate every 4 minutes would help. But not when they regenerate as soon as I have destroyed them. That feels pretty unfair.
When shields are down I have not much choice since I can't regenerate armor quickly (with a usable). I also try to circle where turrets can't hit me, or fly close behind it's back. But it's still alot to "manage" with drones and missiles in the mix. And that shields only regenerate when not hit for a certain time does not really help either ;). BTW I have those shields which only regenerate while boosting (afterburner) since they have better stats and since I fly most of the time boosted anyway they help me alot.
For the devices I have only 2 slots too so the same applies and I bring those I need for regular foes (emp, boosting away). I have never tried to "refit"/change them during flight.
I have not found those yet.
These are pretty specific "prerequisites". I don't know if I can leave the fight, fly home, refit and come back later. Or if the high risk are gets reset/deleted in this case. Also the damage booster only stacks to 3 items and I had one stack of those. But it is used up quickly.
Can you describe where this spot is? I only saw the two pylons at the front open up when it fires the missiles.
So you all gave me tips on how to better handle the situation. But I'm also interested if you consider this "fair" and fun or if this should be balanced. Especially those turrets regenerating every few seconds really bothers me. I consider this unfair and unbalanced. I don't know if I have to fight bigger ships later in the game (I am still in Ceto). But albeit I was successful two times now the high effort and "useless" loot really suck the fun out of the game for me.
These weak points are located on the inside of the "arms", they're hard to miss once you know where to look. :)
There will be difficulty settings in the future to let individuals chose the challenge/fun factor. Otherwise, I would advise to make sure you are always upgrading your gear. Not just the rarity is important but also the level of it.
Try and balance your damage output between Energy and Kinetic and have missiles / rockets on you at all times.
Hope this helps. :)
I just want to contradict that certain weapon types (laser) are not suitable. I have found a superior/purple lvl 19 rapid jaeger (pulselaser) which quickly takes care of enemies. Much quicker than other weapons I have tried. So I guess lasers are not "bad" per se but it all depends on the stats and bonuses. And since those depend on the stuff you find (loot, traders) there is no definite path of weapons to choose but it all depends on your "luck". And you have to try out the weapons and adapt to the situation.
Ahh, thanks. I have seen those but assumed this has to do with the missile volley beeing fired.
Picking "easy" difficulty would ashame me ;). And I guess having a hard target forces me to adapt/learn. Those tips helped me and now the issue is solved for me.
Since I can only upgrade each item once, I usually pick the quality since it seems this adds more bonus. Am I wrong?
I also find it important how good a weapon is able to hit, not just the pure damage numbers (dps). A higher dps which hits only half the time is not helping. For example I can hit best with the pulselaser (at range and close by) wheras a coilgun I have used a while often misses albeit it's a insta hit weapon. I think this has to do with preference/reflexes or how the game handles "collisions". I have played Freelancer alot and there where no insta hit weapons so maybe I'm trained toward those "pulses".
It really does. Thanks for all the tips. The game is amazing (at least now when my equipment does not make babies cry anymore ;)). Keep up the good work.
I would definitely NOT want all ships to be sponge bullets, but now and then... hard hitting a giant target is exciting !
Henry, you couldn't be more right when you mentioned, "preference/reflexes" influencing how "good" a weapon is. It mostly depends on the user...
A part of overall damage is related to what you hit (shield VS armor), but ultimately, IF you actually hit is more relevant.
It's the same exact principle in M.A. Some prefer the Long Staff while others favor Tonfas. Some like outboxing while others slug it out ;)
As for the destroyers themselves, they are dangerous at early levels, but by level 20 i eat them alive. A level 20 Elite Destroyer i can destroy in seconds. And they are the only actually dangerous enemy in the current game. Inquisitors and drone carriers are a joke by the time they show up. Well, drone carriers are always jokes because they can't shoot below them and their drones can't attack.
I am seriously looking forward to more dangerous, higher tier enemies. And more heavy fighter parts.
I also keep a nice assortment of missiles in my inventory.
But after excessive missile use while flying a bomber, I actually don't use them anymore - too expensive, not worth the effort. LOL.
I was Lvl 11 when I encountered my first destroyer at the same level. And my equipment was pretty bad. Now at level 20 with mostly purple (superior) equipment I have no issues any more. Still I did not die in the game so far.
An important effect IMO has the special bonus of purple quipment. I have 4 modules with roughly +200 firepower. That translates into +450% damage.
I know.
But inventory space is precious. If I'd had more slots ore more inventory space this would be feasible. But as it is I rather bring my loot home.
I prefer a Salvor pulse laser and an Autocannon.
I rarely use them any more. I do almost as much damage with a single hit of a primary weapon as with a missile. Especially for large targets missiles seem pretty useless to me.
For the destroyer, it's pretty simple: craft destabilizer missiles and rockets. Shoot 1 destabilizer, and then rocket shower on the big ship. Bam, dead.