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For replacing the weapons, it depends on what you do and what your ship needs, but more fuel, mission cargo or medical can be good options. In the small component category, pilot assist and nav assist modules are especially powerful.
One option is to pick your favorite range, then make sure you have enough weapons to fire while you’re moving to there and then to fire while you’re there. So if your favorite range is 3 and it costs 4 to move, maybe you keep two torpedoes at 2 engine points per shot, because that’s 2+2+4 is full engine use while closing. Then maybe you add eight engine points of high end guns that are optimal at range 3.
As for what to replace extra guns with... the pilot module is very popular because it contributes to accuracy and evasion. I personally like the targeting module because it only weighs 50 and sometimes that lets you get rid of a mass reducers and add something else nice.
Medical bays help heal during and after battle.
Shields reduce crew injuries in the first place. So does void and radiation resist.
Healthier crews die less and are better at boarding.
One option is to pick your favorite range, then make sure you have enough weapons to fire while you’re moving to there and then to fire while you’re there. So if your favorite range is 3 and it costs 4 to move, maybe you keep two torpedoes at 2 engine points per shot, because that’s 2+2+4 is full engine use while closing. Then maybe you add eight engine points of high end guns that are optimal at range 3.
As for what to replace extra guns with... the pilot module is very popular because it contributes to accuracy and evasion. I personally like the targeting module because it only weighs 50 and sometimes that lets you get rid of a mass reducers and add something else nice.
Medical bays help heal during and after battle.
Shields reduce crew injuries in the first place. So does void and radiation resist.
Healthier crews die less and are better at boarding.
For OP's guardian interceptor swapping one or two of your less used guns for systems that increase your overall defense/increase your ship dice pool isn't a bad idea at all.
At the moment, that's a pair of top-tier torps for range 5/4, a top-tier railgun for 3/2, and a starter lance at range 1 (the higher-tier lances do much less radiation damage) while I board, board, board. I'm not really that happy with the railgun, though, so I'm constantly debating over whether to pull it out and just use the lance starting at range 3.
Here it is.[media.giphy.com]
So what you're going to do instead is pack in as many Pilot Assist 4s and Sensor Boost 4s as you've got room for, then make sure you're crew is large and/or skilled enough to run those all up to 200%.
Your ship will become effectively untouchable by enemy fire[startraders.gamepedia.com] and you can charge head-first into anything with ease in total safety.
I stumbled upon this almost by accident. I was tweaking out my ship as a spying specialist, and that meant cranking up the electronics pool to unholy levels and just trying to run from everything. It worked, because electronics add standard dice to evasion and I had, like, ninety of them. Eventually when I realized that nothing was able to hit me anymore that I didn't need to run away at all - I could just board them, instead, and use those unauthorized access talents that I had laying around. Turns out my spy captain's ship was more effective at boarding ships that my pirate captain's ship, go figure.
This. I am running 4 small plasmas on my gladius but 1 rail + 2 plasma's are probably the best. Good electronics + gunnery and the crippling effects are great. I have not gotten a lot of complete engine disables with them but I do not care that much with this character since I do not engage that much in ship combat. The plasmas does great hull dmg and does a tmp engine disable which lowers their reactor. 1 or 2 volley and they are sitting dead in space while I decide to withdraw or board.
And this so far has been my most effective and efficient ship i've built for destroying enemy ships without taking damage. (not going for disabling or boarding this playthrough, if i board it is once to steal intel)
It should be noted that I am doing a command/electronics/pilot heavy playthrough on hard.
https://steamcommunity.com/sharedfiles/filedetails/?id=1498511437
I used to build ships for missiles and balance nav and piloting because I was afraid I won't be able to close in with low nav but it doesn't seem like it matters much. Stacking piloting for short range combat gives the most survivability.
I'm messing around with plasma cannons and burner skid on a Warhammer to stack on radiation damage and while it's very effective at getting disables very quickly against most targets it doesn't seem to faze xeno. I just had a really bloody fight where I had to take them to rupture. And plasma does pretty mediocre hull damage so you can imagine how long that took.
Which makes me wonder a few things:
Are xenos particularly resistant to radiation?
Would gravcannon + stacked damage talents be a better choice...
Or
I noticed when I checked the logs there was a xeno component called something like "regeneration pod" - do those bastards REGEN component and crew health?!?