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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).
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 :)
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.
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.
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.