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With destroyed (100% destroyed) radiators ships currently capable to fight and even strategic move without any issue. It's a bug and until it fixed - you could ignore Heatsink as a random chance to radiators being destroyed by any hit isn't affecting you much.
1. i make sure (as i think most people do) that my pd can handle missiles, mags of the aliens. anything else is suicide.
2. that leaves lasers and plasmas as danger. laser are to busy to score much hits if you use coilers (and/or missiles).
3. 100 plasma hits (1% hit chance with tin droplet) will gut your ships long before the actually hit the radiator. 70 front armor + component armor and almost all ships i scuttled was due to hits to both the repair bay and either drive or reactor (trough the almost intact front armor). think by comparison it was about 12 cases, while only have 2 radiators hit and destroyed. (campaign, where my dreads shreded 90k fleet + 9 stations of the aliens)
think it is probably diffrent, if you go for plasma/laser builts and very heavy armor yourself. the lack of firepower will lead to longer engagements, where you take loads of hits (especially from laser, as they don't have coils,missilies to shot at). then radiator damage would become a issue and a heatsinks make sense.
with extra heavy drives, you also don't need hydron.
i did remove both component armor + repair bay in later models, since the unlucky ship the aliens decided to focus their fire on, generally had it's repair bay destroyed (front armor generally still well over 90%).
so even if they fix it, that radiator loss means a dead ship, it still wouldn't matter much.
even when i send a light coiler dread against 2 corvettes, 2 destroyers, 2 frigates and 2 battleships (skirmish mode ones) it killed them all, by dragging the formation apart. eat about 30 hits (lasers, no damage), but the radiator was missed and in the end, i was only scratches in the paint.
(no plasmas on this enemies).
Strategic move, I'd agree is a problem and also agree is a true description of the situation.
Fight without issue, I do not believe is accurate pending actual supporting evidence. Fight without issue so long as they don't generate a much heat while doing it or have sufficient heat sinks is expected behavior, not a problem.
If you fight with ships that have no radiators and experience no problems, that is maybe a problem with the game's heat economy. That ships with no radiators can travel is a problem (though IMO it's really a problem fixing another problem - ships having components totally zeroed out and just sitting in space forever is dumb.) That ships with no radiators can travel isn't a problem with heat sinks, though.
Currently - both loosing radiator in combat lead to very low internal damage (take in mind that I'm not using space maneuvers - probably they would hurt a lot) AND compltely not affecting ship strategic mobility after battle.
Yes.
I would prefer a dedicated tug ships or special "tug" mission (trading boost for pulling ship on Earth orbit/station) instead.
Weapons use up pretty moderate amount of energy, and (because waste heat is stupidly only reactor waste heat) when combined with extremely high reactor efficiencies and no overhead on reactor start/stop that results in likely only having perhaps a couple GJ of waste heat to deal with if your ships are just shooting, not maneuvering. (Especially if they win the fight fast.) A couple GJ spread over a ship weighing a few thousand tons isn't actually that much.
That's why I want to destroyed radiator being equal to immobile ship (like with destroyed reactor / drive). As currently from min-max point there is no reason to use Heat Sinks at all.
skirmish mothership
https://steamcommunity.com/sharedfiles/filedetails/?id=2883999335
1 vs 1 defeated by 7 ares torp, 1 phaser pd, 3 nose phaser heavy dreadnaught.
(adv. plasma core drive, 12/12/120 admantine armor, about 100 mgees cruise, 1.5k kps, 3 mag, antimatterspiker, hydron, adv. laser driver.)
battleresult:
https://steamcommunity.com/sharedfiles/filedetails/?id=2883999400
plasma chipped front armor, and laser found some holes.
tactic: assult bomberrun, speed up a bit and change to a parrallel approch course (to avoid collision), unleash the trops from about 5-700km away.
result when to fast: own point defense can't keep up
to slow: plasma and lasers get trough the 120 nose armor
other skirmish tests:
easily kills the dreadnaught.
quite easily kills 2 of the skirmish battleships.
failed at tacking on 2 dreadnaught at once.
test of multiple dreads against each other, showed, that 120 nose armor are not enough.
ares torps are more badass than nukes, as they are much faster and have better manouverability. nukes are nice for leveling bases (insta against ground base, 1 nuke can take out the hit and all nearby defenses on a station.
Faster missiles would be harder to intercept, so drive tech improving missiles could help them scale into the late game.
Missiles are pretty great in the early game because of their high base lethality though, it actually takes a while for lasers and kinetics to catch up.