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Moto Mar 17, 2024 @ 9:26am
Question Ship Build
Im on Sec 35 but 36 is to hard, i have on my Heavy Cruiser:

1 x T2 Beam Laser
1 x T2 Bomb Launcher
2 x T2 Laser Cannon
2 x T2 Bulk Generator
Synth and Enh. Reactor

shield 1e34 / Weapondmg 2e34

What is a better Wepon-Build for Sec 36 ?

here a Picture : https://ibb.co/7z0fP6G

Thx
Last edited by Moto; Mar 17, 2024 @ 9:38am
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Showing 1-11 of 11 comments
Whitey Mar 17, 2024 @ 10:00am 
Have your laser cannons all support (bottom row) and turn on auto laser boost. That's the biggest thing I can see. Also try beam laser core up grades 3, 5, 7 on the bottom option (concentrated beam and laser power boost).

If you're still not making progress then make sure you're synthing optimally and upgrading your modules. Don't neglect research and reactor either (though, I can't remember what you can do with reactor at this point in the game anymore).
Last edited by Whitey; Mar 17, 2024 @ 10:04am
Moto Mar 17, 2024 @ 10:22am 
WoW Whitey thats a hugh Change in my Game, Ty so much !
llutac Mar 17, 2024 @ 10:58am 
On a related note: I've seen a lot of people go for the auto-laser boost build. Is there a reason for not using kinetics instead? The advantage I see is that lasers suck agains armor, but kinetics are kind of viable against shields, too.
You would need 4 or 5 kinetics to achieve constant boost if I see the numbers correctly.
Any adivce?

Cheers,
llutac
Dragon Mar 17, 2024 @ 12:27pm 
Originally posted by llutac:
On a related note: I've seen a lot of people go for the auto-laser boost build. Is there a reason for not using kinetics instead? The advantage I see is that lasers suck agains armor, but kinetics are kind of viable against shields, too.
You would need 4 or 5 kinetics to achieve constant boost if I see the numbers correctly.
Any adivce?

Cheers,
llutac

it's a recent update to kinetic boost that actually made kinetic weapons comparable to laser weapons. I still use primarily laser weapons. you can chose either and still progress just fine. as long as you can keep one of the boosts with 100% uptime you should be ahead in most scenarios.
Some differences other then the obvious damage types and effectiveness:
Lasers - rapid fire and fast moving projectiles leads to more even distribution of your DPS and it only takes 2 weapons to to have a continuous laser boost.
Kinetic - hard hitting, but very slow. sometimes long overlaps between firing and damage dealt leading to you taking a harder beating while waiting to one shot stuff as nothing else will shoot at that target as it's already "dead" to your targeting. Kinetic Boost helps alot giving the extra attack for your slow fire rates which helps on bosses when you get your trigger times on kinetic boost down to 7 seconds or so.

so pick your poison, but they will all work. some builds may require you to boost your damage higher depending on the sector then other builds but it's still easy to over come a 75% damage reduction when your dealing in logarithmic scaling.
llutac Mar 17, 2024 @ 3:19pm 
Originally posted by Dragon:
Originally posted by llutac:
On a related note: I've seen a lot of people go for the auto-laser boost build. Is there a reason for not using kinetics instead? The advantage I see is that lasers suck agains armor, but kinetics are kind of viable against shields, too.
You would need 4 or 5 kinetics to achieve constant boost if I see the numbers correctly.
Any adivce?

Cheers,
llutac

it's a recent update to kinetic boost that actually made kinetic weapons comparable to laser weapons. I still use primarily laser weapons. you can chose either and still progress just fine. as long as you can keep one of the boosts with 100% uptime you should be ahead in most scenarios.
Some differences other then the obvious damage types and effectiveness:
Lasers - rapid fire and fast moving projectiles leads to more even distribution of your DPS and it only takes 2 weapons to to have a continuous laser boost.
Kinetic - hard hitting, but very slow. sometimes long overlaps between firing and damage dealt leading to you taking a harder beating while waiting to one shot stuff as nothing else will shoot at that target as it's already "dead" to your targeting. Kinetic Boost helps alot giving the extra attack for your slow fire rates which helps on bosses when you get your trigger times on kinetic boost down to 7 seconds or so.

so pick your poison, but they will all work. some builds may require you to boost your damage higher depending on the sector then other builds but it's still easy to over come a 75% damage reduction when your dealing in logarithmic scaling.

Thanks for your detailed reply! I thought I was onto something great here, but turns out both builds work similarly. The differences are pretty much as you described them. I tried both now and will probably stick with lasers as well.
They seemed to get me a little further even in a sector with mostly armored enemies. So, thanks again for the advice :)
Whitey Mar 18, 2024 @ 1:20pm 
Originally posted by Moto:
WoW Whitey thats a hugh Change in my Game, Ty so much !
You're welcome!



Originally posted by llutac:
On a related note: I've seen a lot of people go for the auto-laser boost build. Is there a reason for not using kinetics instead? The advantage I see is that lasers suck agains armor, but kinetics are kind of viable against shields, too.
You would need 4 or 5 kinetics to achieve constant boost if I see the numbers correctly.
Any adivce?

Cheers,
llutac
Glad someone else answered your question, because to be honest, I couldn't answer it in that detail. lol. Honestly, I just never even thought about trying kinetic after that update.
llutac Mar 18, 2024 @ 1:34pm 
Originally posted by Whitey:
Glad someone else answered your question, because to be honest, I couldn't answer it in that detail. lol. Honestly, I just never even thought about trying kinetic after that update.

Yeah, I would say it performs roughly the same at my stage (sector 46) with the lasers being more adaptive due to their high rate of fire. I noticed, though, that the volley automator can be levelled further than the laser boost automator (which caps at 0.75x effectiveness). I'm not far enough into the game to tell whether that makes a difference for later on.
Dragon Mar 18, 2024 @ 2:09pm 
The auto boost modules are all capped at .75 but in the long run it doesn't matter because you just need it running to gain benefits.

I have only now started playing with kinetic because laser always feels more rounded, but giving it a shake to see. trying something that only works if your deep into reinforce game runs right now though, the goal would just be taking advantage of both boosts and never changing my setup again:
2x Disruption Charge,
2x Laser Cannons,
2x Bomb Launchers.
Pros: Laser/Kinetic boost 100% uptime, Disruption charge works far better then missile launchers for me on swarms as the latter usually misses. Canons to take out barriers (one support, one without settings), and both bombers set to fast projectiles and range boosts.
Con: regen shields are a pain but you can't survive anyways if you can't take them out with a few bomb shots so minor detractor for late game players. maybe harder if your pre re-enforce game play as your always pushing a limit. sometimes i have to tweak the bomb targeting for slower projectiles if i'm pushing an area with regen shields.
-Only works on ships with 6 weapon slots and weapons fully unlocked.
llutac Mar 18, 2024 @ 3:14pm 
Originally posted by Dragon:
The auto boost modules are all capped at .75 but in the long run it doesn't matter because you just need it running to gain benefits.

I can definitely upgrade my volley automator above .75. I don't have the materials, but it says "next effect: kinetic volley power x0.76". And I assume it will go on after that, although I don't know how much.
It is probably not a huge difference, but having the boost run at 0.75 power vs. (hypothetical) 1.0 power would be at least something in favour of using kinetics.
Dragon Mar 18, 2024 @ 3:20pm 
Originally posted by llutac:
Originally posted by Dragon:
The auto boost modules are all capped at .75 but in the long run it doesn't matter because you just need it running to gain benefits.

I can definitely upgrade my volley automator above .75. I don't have the materials, but it says "next effect: kinetic volley power x0.76". And I assume it will go on after that, although I don't know how much.
It is probably not a huge difference, but having the boost run at 0.75 power vs. (hypothetical) 1.0 power would be at least something in favour of using kinetics.

ok, it's 0.78 for my maxed one. i honestly didn't know they changed it. it used to be 0.65 and saw it was changed in notes from buffing kinetic in general and assumed it was the same as laser boost. didn't think that was "base" and could still upgrade.
Last edited by Dragon; Mar 18, 2024 @ 3:25pm
llutac Mar 18, 2024 @ 3:31pm 
Yeah, I figured you just assumed it was like the others and never checked back because you are probably long after that point in the game. Well, 0.78 vs 0.75 isn't a meaningfull difference after all.
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Date Posted: Mar 17, 2024 @ 9:26am
Posts: 11