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Hope that helps.
In short:
- Why do people rave about higher power requirements if lower power ones offer more shield/damage?
- Why did the Devs post higher power requirements as 'blue' rather than 'red' on the comparison chart if power alone offers no benefits?
- In my comparison of the 2 missile systems on OP, why does costing more power(for lower damage) require rank 4 whereas the other requires no ranks?
Either the Devs were VERY sloppy in their decisions or I have to assume there is something else at play.
Color Changes?
Disregarding the color scheme, which I agree can be misleading if you don't understand the point of the power allocation mechanic, I would not place importance (good over bad) with a specific color but instead simply whats being added or removed. You'll have to interpret whats best for your ship and your flying habits which also can be affected by your crew as well.
Specific equipment performance between the two?
Likely a balancing issue with multiple devs putting in multiple versions of equipment. Maybe a patch fix later, who knows. I agree, there should be something more clear on why each would perform differently without us performing the testing. But I just thought of this, that is how real life works. Go down a coffee machine aisle at Walmart and see 20 different coffee makers perform the same job but all demand different amounts of power. How skill comes into play, got me brother. Ironically, I doubt Bethesda meant to put it in because of that and likely was simply a balancing overlook.
To add to this though (I'm playing with it as I'm typing this out), a lower power also allows you to add more of that weapon before getting the error for exceeding reactor power. Using the 2 launchers I just mentioned as an example since they're identical, you can only have 1 Atlatl 290B, but you can have 4 CE-49's before you get the error.
IMO, lower Max power is always better. Same logic should apply to engines.
As for recharge speed I'm unsure how this works or what is related to it. Obviously the more pips you put to the device the quicker it charges but that is also relative to how much power it requires. So something that requires more power will take longer to charge at 1 pip than something that takes less power. At least that is how I understand it. I think of my reactor as the value per pip that is going into my various components.
I'm not quite sure I fully understand it yet. I haven't built enough ships to understand the exact relation.
OK, now that would make sense and nobody seems to mention this and does that only apply to weapons? How does higher pips in engines affect boosters/recharge? And as for shields, do higher pips mean shields recharge faster?
I find it hard to believe they introduced this system and the only reason was to set a damage gauge yet they have a separate health stat so I question the validity of this belief.
For example something with a higher power requirement can also be lighter thus affecting your mobility to a lesser extent. It is not just about destruction. Though 99% of the engines require only 3 power. So there you just look at the mobility/speed balance you want on your ship.
It effects its fire/recharge rate.
Also avoid anything but particle cannons.
The best dps setup is 3 sets of particle weapons.
1 non pulsed that gets max weapon charge.
2 others that are pulsed weapons which you can put as little as 1 point in combat and go max shields/engines.
If you have a Class 3 particle cannon and a class 3 pulse particle and class 2 pulse particle you can generally wipe out any ship in seconds before you are even in range for missiles to start locking on.
Particle weapons can hit targets at 4000m
Missiles generally wont even lock on till 2000 or less.
Missiles do more DPS on a single "charge" but they recharge slower.
Pulse particle weapons of the same tier out DPS missiles in any engagement due to the extra range and faster recharge(Damage per second recharged)
How much power you allocate affects different components in different ways. Each component group can have a maximum of 12 power, so lower max power per module means you can have more of that module in a group before getting an error
Shields cap at the % of power you supply relative to their max power, scaling linearly. A shield with 10 max power with 5 ticks on it will cap at 50%, 8 ticks at 80%, etc. Thus, better to half-power a 1000hp shield with 10 max power than full power a 400hp shield with 5 max power. I'm ignoring shield recharge rate because you're better off just using more weapons to end the fight before shield recharge kicks in anyways
Engines the same linear scaling applies but to your top speed and maneuverability. This means you will go significantly slower with extra unpowered engines compared to removing them from your ship entirely. Prioritize thrust to power ratio and mind the cap on top speed depending on ship Class. Consider using smaller fuel tanks / cargo holds to increase maneuverability if you are short on reactor power.
Weapons stats are not affected by % powered except for recharge speed. This means single shot weapons like basic cannons, lasers, and beams will have their fire rate affected since they can only fire when 100% charged, HOWEVER -
Automatic Weapons and Missiles maintain full dps until their "magazine" is depleted, and will stay charged even with only 1 power tick allocated. Magazine size is unfortunately entirely hidden and varies wildly from weapon to weapon (missiles alone vary from at least 2-8 shots), I recommend making a save at a shipyard and save scum to try different ones out, as their resale value is very poor
Optimal Weapons IMO -
By far the most powerful loadout I have found is 6 Vanguard Obliterator Projectors and 6 Vanguard Hellfire Autocannons, unlocked by completing the first Vanguard field mission started in MAST on Jemison, Alpha Centauri. They're the only weapons I've found with a 2 max power requirement. Hellfire requires a Class B reactor but the guns themselves are very inexpensive. Obliterators are class A and fairly expensive but the more powerful of the two weapons. Toss some suppressors, missiles, or turrets on for your third slot, you really won't need them but more guns is fun and rear-facing turrets are really helpful in bigger fights as pursuing enemies will peel off of you when their shields go down.
These things will delete the strongest ships in the game in a couple seconds, and the vast majority will die in a fraction of that, making recharge rate inconsequential for 90% of fights as long as you land your shots. Just make sure weapons are all charged then drop them to 1-4 ticks before jumping into a fight
There are some very late game (lvl 40+) Class C particle beams that can outperform those options, but the Obliterators can be obtained as early as lvl 3 (if you have the creds) and you'll truly never need more firepower than they put out. Without spoiling anything, the mission to unlock them can be completed without ever entering combat by being cautious and sneakily performing the optional objectives then waiting.