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Oddly in the heatmap it doesn't show weapons generating any heat. Also are heating vents directional? I added one in the middle of my ship next to the cockpit and it made the cockpit even hotter.
There seems to be a lot of weird rules related to heat that aren't apparent at first. Deflectors and put next to engines heat them up for instance. Or maybe deflectors heat up everything even if they show no heat on the heat map.
2. Just individual parts. But with the important caveat that heat producing parts can spread that heat to other parts, reducing the effectiveness of the adjacent part due to the heat going into that part. (Note: some of this effect might just be insulation from the parts touching, but cooling one part sometimes cools adjacent ones a bit. So heat likely spreads at least a little.)
2a. Heat reduces the effectiveness of the part. Not sure about weapons, but reactors power output goes down when hot. Engines produce less thrust when hot. Etc.
3. Each side of a part that's touching an empty hex reduces heat (meaning giant metal bulkheads actually *insulate* the part, instead of acting as a heat sink, weirdly). Touching a heat vent also reduces heat. The effectiveness of the vents seems to be roughly proportional to the number of hexes the vent counts as. E.g. the small vent is a little less good than the half hex one, which is significantly weaker than the big, 2 hex one.
3a. Vents need access to an empty hex on one of their open sides to actually vent heat. There seems to be a small boost the more of the empty sides have access to an empty hex. (E.g. the half-hex one works better with the empty half of the vent each having an empty hex touching it, but it still works pretty well with only one.)
4. Not sure about which ones total, but plasma can definitely shoot them down. And apparently there's a system called Havock which is some kind of flak system.
Unfortunately I don't really know about any of the others, but this is what I've seen heat do. At least, assuming the heat simulation in the build screen works properly.
Edit:
That might depend on the weapon in question. Mk2 plasma definitely does. Haven't tested any others so far.
When I run heat sim, the blasters DPS drops by half, yet they don't have any heat on the heat map. Not sure what's up with that. They also don't have anything hot on the heatmap next to them. They're on a connecting bulkhead between the cockpit and the blaster
Stats: https://puu.sh/KekbX/c4df1381c5.png
Stats w/ Heatmap (note red box): https://puu.sh/Kekc5/8b151f83a6.png
Keep in mind, if you use vents, they have to port into space away from the hull. Sticking a vent in an interior part of the ship will have no effect overall and will actually insulate heat where having an open hole would not.
2. Each part generate heat individually, which basically make it more energy-hungry. While in the shipyard, the Heatmap can show you how each part are heating over time. Small burst help deal with heat.
3. Can't say.
4/5/6. Missile act as solid target, so anything can hit them considering they're considered the same way as ships.
As counter, i think there is a way to get the "schrapnel circle" weapon you can encounter in some big enemy, but haven't found how to unlock it yet. Your own missile target enemy's when fired without a focus. It's somehow efficient with the multi-missile modification but can be overwhelmed. Nothing beat the auto-fire plasma for that, as it'll focus the closer target. As long as you are not kissing another ship and with rotating speed maxed, it'll shoot down missile very consistently and precisely.
7. So far, i'm done with the main-quest and just have a few secondary to complete. And i'm FAR from unlocking everything. I think you won't be able to max all secondary weapon unlocking and utility like warp jump. Personnaly i've maxed ship building, plasma, missile, shield, tractor beam. A few fixed gun research, near maxed reactor and officer training and fallen empire.
My end-game loadout is a plasma/missile with shields. Plasma in auto-fire for Point-Defense as you say. Missile can easily deal with small ships as long as you focus them (right-click). Edit : I think the popularity with missile is how easy they are to use compare to fixed gun.
Fixed gun can completly devour others ship imho, high damage and penetration seems really good but i didn't test them much rn. Can't say for energy/drones yet, planning to test all it further on.
8. The Ship System menu is somehow detailled. But i think you want detail per part. The wiki is barebone AFAIK.
2. There a few scenarios:
If there's an empty space adjacent to the module heat is ejected into space (depending of the module that may not be enough and a vent may be needed).
If there's another active module adjacent, they share their heats and heat dissipates more slowly.
If the module is covered by non-active module on all side heat is trapped and dissipates slowly.
Overheating modules are less efficient (engines slow down, reactor output is reduced, weapon dps too).
4. Anything with a projectile it seems.
5. Laser or Havok.
6. They do and they appear to prioritize missiles if no enemy is targeted.
7. I haven't reached end game but so far my guess/analysis.
Plasma: Good starter weapons, tons of upgrades, great for mining.
Fixed Guns: Absurdly insane damage output (at least compared to plasma), excellent range. Point the ship into the right direction, watch the explosions.
Missiles: Requires way to much uranium for me to do more than check the numbers. Displayed damage was a fraction of what I could achieve with plasma. They have range but that's it. I have little hope of them.
Lasers: Couldn't even check the numbers as they require diberyllium. The way NPCs use them my guess is on high energy consumption, high damage, deal more damage the longer they focus on a target. Considering the speed a which they tear through my hull, lasers are probably great.
Havok: Some anti-fighter/anti-missile defense. Don't expect that to deal damage to anything bigger.
Hangar: I haven't unlocked them. Fought some, I wasn't impressed.
8. Last tabs (Ship Information or something like that) has more infos than the shipyard tab.
The heat map appears to be a bit buggy at the time. For example it doesn't apply to my Fixed Guns but I can see adjacent modules overheating and the fixed gun dps going lower over time.
Also - Havoc heats up like a mofo when used.
Cannons make stations enemies obsolete, outside of their range.
Same range as fixed guns (which is enough to outrange stations).
Need a meager 0.5s to acquire a target.
Perfect missile defense as long as you keep your distance.
Doesn't produce that much heat.
Require an absurd amount of power: 14GJ/sec per laser.
Half the displayed DPS of fixed guns but the displayed DPS is innacurate: the beam increases in size and in damage while firing.
Effective DPS is probably higher than fixed guns as they have pinpoint accuracy, no travel time and don't stop firing as long as you're in range and have energy.
Definitly my end game weapon.
The unknown one is presumably Precision Penetration: Allows beams to shoot through partially damaged modules to reach a targeted component. Learn to recognise every variant of bridge.