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
Reading through Info Popups > Fleet Hazards > third-last paragraph: "Additionally, there will sometimes be no node causing the hazard and you won't be able to remove it."
B16 and B17 are the source of their own hazard, but since they are not base/command ship nodes, they always reset each run, recreating their own hazard.
Thus it's simply working as intended that they'll always have a hazard when you fight them, you can't remove it whatsoever.
(It makes the Cruiser Armor from the AT node extremely worth it for these nodes though)