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Stabiliser fins are generally not necessary. If you really need more accuracy, tracers are usually the better option (or just using rail-assist/longer barrels).
Your shell is also very slow (how slow exactly I don't know, didn't check in-game) - good if the target doesn't evade, but hitting small, fast, and agile stuff will be a pain.
And what the best kind of shell is depends a lot on the target as well. At 20cm calibre, HE starts to become an alternative to frag, but having loads of warheads the diminishing returns may make a HE-frag mix better, and a hollow-point head might also be helpfull. Both is more for "simply destroying blocks" though.
HESH and HEAT may also work at that calibre. HESH is countered by shields, HEAT deals little post-pen damage unless hitting ammo.
Pure AP can work too, but is countered by shields even more than HESH is. APHE is too weak at that calibre.
Against DWG you'll prob want HE and/or frag with either a hollow-point head, or a weak high-pen HEAT or a HESH effect. Should be decent enough at destroying them.
As for shells, HESH is about the best projectile in the game if the enemy has no shields. You can remove the inertial fuse, though; while squash head is great, the pure HE effect is completely useless against armor, so I'd rather replace it with something useful.
Against shields, I can't really recommend HEAT, which is a bit weak and ineffective against heavy armor. Frags with inertial fuse are much better in that regard, and generally the best general purpose/mass destruction shell.
EMP shells can also be pretty fun and is fantastic when it comes to capturing ships! Give it a try, particuarly the easier/medium difficulty enemies have very little protection against those. High speed Sabot/Solid can be useful for small miniguns. Although again, both get countered hard by shields; and disruptors-EMP aren't very effective.
I'd like to be able to recommend more types of shells, but in reality everything else just doesn't seem good enough against well protected enemies. Hope a balance pass in a later patch will increase variety again.
If you do encounter shields, EMP missiles and (at least against ships) explosive torpedos with ballast set to 6m depth are good fire support.
I don't really know what's best, I'm lazy and keep it on the standard 60 degrees. Seems fine; any bigger is too bad against shields, and lower would prolly hamper the damage. Gotta experiment a bit more in that regard. edit: Nope, 30 degree frags lose too much damage, so 60 it is.
I really hope they are going to nerf shields in some way. Currently, using APS against strong opponents comes all down how to work around shields, because all strong vessels use insane shield protection hidden behind layered armor and crazy shield systems. ♥♥♥♥♥♥♥ butterfly shields xD
also for shelds a rapid fire low mm distruptor shell is good the gun I used was some where above 1000 rpm and around 100mm shells
Interesting approach, bit different to mine. What would you recommend against fast targets with heavy armor, PDS and excessive shielding?
Haven't yet seen the endgame factions, but the Lightning Hoods got some crazy stuff. Say the Terawatt, a very fast, long+thin boat with excessive shielding and armor in certain places? Or the Tachyon, a reasonable well protected, 130m/s flier with some PDS that'll bombard you with laser and missiles from medium altitude?
I'm mostly going with reasonably fast (400m/s thanks to rails) max size frags, which works for the fast sea-level targets from LH or WF, when backed with EMP missiles, but not so much against fliers. For them I mostly use pure missiles, which just about works for not super high targets, since their fliers tend to be tightly packed and hence vulnerable to EMP/frags.
And not even sure how to hit their Hypathos with anything but laser-cannons. Well, or just wait until it runs out of fuel and then bombard it once it's down. What's your take on that absurdity?
I would not reccomend these shell types. Mostly because the second that the enemy starts layering shields, they become completly worthless. Without a smoke gun LAMS can still nullify your EMP missile barrage(A 0Q laser will eat them for breakfast) and even then proper shield isolation will make EMP missiles do nothing to shields. Also as they are slow they will be very inaccurate. I like 300 m/s as a minimum for all of my shells and often use accuracy boosting railguns ontop of that to ensure effectiveness at long range.
Also APS frags have a cap of 500 being spawned in the world at a time. If you are spamming too much high gauge frag it can cause them to be less effective as fragments will despawn before they can do their full damage.
The shell types I often use are
200mm Smoke. Sabot Smoke Warhed intertal fuse 2x GP. Shuts down LAMS systems to allow shells and missiles to get through
300+ mm HPHE. Hollow Point Head + HE bodies+Inertial Fuse. Does a lot of thump damage which ignores armour stacking and also HE to destroy the blocks that the hollowpoint did not. It tends to peel off large sheets of armour
300mm+ HESH. Squash Head + HE bodies+ Inertial fuse (Optional). Does a lot of damage to internals once shields are down however against properly spallined ships it is less effective.
Mid Gauge Disruptor Shells. Disruptor Conduit Head + EMP bodies Strips the shielding off of enemies allowing HESH and HPHE to destroy the hull
For low gauge frag is still great but it is not somthing I would use for a main gun on a large craft
WTF for real? My current standard "frigate" uses 3 turrets shooting 400m/s max size frag rounds, which are 750 frags per projectile? Only a quarter of their damage actually happened?
I mean, I noticed some inconsistency, but they still did a lot of damage and could take out well shielded godlikes like said Terrawatt.
SUPER interesting comment though, I think I'm gonna completely revamp my frigates shells right now. It was already quite powerful, at 245k ressources and being able to kill all LH/WF godlikes, but if what you say is right, then it could be much better with some minor adjustments.
APS does not do the same thing and I am 99% sure that the cap is 500. After 500 frags are spawned into the world the game despawns the older fragments to make room for any new ones that are spawned
At least I got some reason to use HESH again. Also got myself to switch one of the big cannons to disruptor. Feels like throwing away firepower, but it's pretty good vs shields.
Also, exploding how far from the target. Frags have huge AoE, but a HE-shell will likely do more on direct hits.
Max caliber, 500mm-8m, 8 warheads+1 inertial. You don't get more firepower than that, without slowing down the shot speed/hurting accuracy (using 4x powder, 2x raill, bleeder).
Tested it against the side of a warden. To break through, HE needed ~4-5 shots, while Frag usually needed about 3. HE blackens skin on first hit, destroys blocks on second. Frag destroys starting with the first hit, limited to a smaller space, but better at piercing.
In that example, Frag does benefit from more frags hitting the same spots, which is what makes direct hits so devastating.
A more practical example, which I just encountered ingames, was fighting a Terawatt. Super-fast, heavy godlike of the LH. Yet at the end there is a custom jet, the main engine, only protected by one or two shields and a layer of heavy armor.
Frag shots would pierce that armor relatively fast, even if they hit the shield, before the Terawatt can move past my frigate, while HE(HP) has little effect on the HA.