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Careful using that m word. Might hit some feeble nerves somewhere.
Level unlocks new modules, though. Sort of. But if you don't buy them, you won't have them.
I'm partial to the UC Vanguard Obliterators as an early weapon - a decent number of them should shred level 12 ships in no time. (1-2 second on normal) but the particle cannons work too (they are 'hybrid' guns doing equal shield and hull damage).
The main problem of ship combat is that it seems to be 95% stats (ship stats and player perks etc.) 5% skill.
So when you get content that fits your level - similar enemy ships etc. - its easy - if not you pretty much lost on arrival.
Ist just bad space combat with way to few options to actually reward skill and getting better.
The difficulty slider just turns enemies into bullet sponges in Bethesda games. I'd wait for a mod which can make enemies much more deadly but at the same time not turning them into walking infinite healthbars.
In very hard my experience has been that either you get that pilot 4 and ship design, or you are gonna have to keep one finger on the O during the encounter and enough ship parts to fight almost any space combat in where you are outnumbered.
It definitely contrast with the land combat xD
I am also playing on very hard now and I have enough practice on hard difficulty to benefit my skills greatly, but I still die now and then, particularly when there are 3 or more ships. Upgrade from your base ship as soon as possible though. The Frontier is not that good of a ship for combat, or much of anything else. It is basically a junker.
Dont use auto guns. Biggest '♥♥♥♥ you' change I made was not using those damn ♥♥♥♥ guns. They are the ones that drain then need to stop firing. Slapping on the best available normal type weapons, especially for spongy enemies, is huge. Slightly less burst, massive increase in reliability.
Keep your weapons above 3 pips at least, shields max is obviously solid and engines around 90+ speed. But, poooooring more power into weapons will give the best returns. Since healing is a stop gap when already loosing a fight and engines can only do so much(unless you are fleeing), shields cant do ♥♥♥♥ mid fight unless you run... dps is king. Dead ships arent a threat.
My weapons are proton beams(anything that does good mixed damage or at least shield dmg), suppressors(will absolutely dismantle enemies after their shields are down) and the hardest hitting missiles I can find(stack these btw, more launchers = more missiles per button press). Upgrading them when I remember(and can afford) to do so.
Bonus round: The targetting system perks have little bonuses to dmg, power management and I think one even reduces incoming damage. Always worth considering, sometimes worth using.
This one is kind of worked like a charm. I bought some long range lasers and kind of clear at least one of the ships until first combat and quickly continue with othersaaa.