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I never feel like I have enough weapon slots...it’s nice to know I can do that though. Should I outfit all my ships like this or just outfit my protectors?
Really depends on what your opponents are using. If they have fighters/bombers, boarding pods or missiles, slugs are a boon. They deal damage while also negating a good portion of what your ennemy can do.
If all they use are energy weapons though, slugs are only short-ranged weapons. They aren't complitely bad, but they lose all of their utility in this case.
Sounds like you are mixing weapon types for one ship. It's better to make the ships do one thing well and then mix the ships instead.
Also the 2x and 4x module multipliers on the 3CP/6Cp ships do increase missile health but not flak dmg. Therefor slugs get worse bad at protecting vs missiles on larger ships.
Mixing weapons on 1 ship means you are not countered that easily. Which the AI does a good job at. True some hardcore players keep adapting their ships to what the enemy brings but most people dont. Balanced ships means you dont really have to change it as much.
However they have the best dmg at short range. With the way battle tactics work getting short range can be really easy. If the enemy picks long range you still get 1/3 of the battle at short.
If they pick medium u get 2/3th of the battle on short range. Not to mention they penetrate 20% of the armor plating which is 10% more than missiles.
Fun fact:
Did you know that shields are more effective at blocking slugs than armor plating.
shields work at 50% efficienty vs slugs and armor plating at 80% but a armor module gives you about half the dmg mitigation a shield module does (results may vary depending on ship hull and amount of modules). So on anything but the biggest ships its better to use shields. You may get even more use out of the power ot shields battle tactic too since you dont wanna pick short range tactics into slug weapons.
This actually makes slugs look rly bad as a weapon so i guess OP has a point.
Their only current role is to counter a heavy missile spammer.
Also about the shield vs plating thing. You need to remember plating always works whereas shields stop working once they go to 0 hp (also emp in some edge cases). This means that if the enemy has lots of energy weapons the shields go down fast and dont work anymore unless you have shield rechargers.
They also ignore armor plating. So there is not really a way to design against it (only the hyperion armor module protects against crits).
True shields stop working when your shield capacity runs out. But remember that only the blocked dmg is taken away from the shield capacity.
For the below example i used a hisso attack ship (1cp) with only the basic starter defense modules:
1 armor plating module gives you 9% dmg reduction. Vs slugs only 80% of that is effective so 7.2% dmg absorption. Base health of the ship is 2080 you would need to do 2241 slug dmg to destroy the ship.
1 shield module gives 270 shield capacity at an absorption rate of 24 with 50% penetration = 12%. That means the shield runs out after dealing 2250 dmg. of which only 1980 dmg is done to the ship (270 absorbed). So you would need to deal 2250 + 35 (the remaining hp on your ship). = 2285 dmg needs to be done to destroy the ship.
So shields win here by 39. This is so little we can practically say they are just as effective.
When you go up to 2 modules of each you get the following results:
armor plating: 2500 dmg to destroy the ship (yes exactly 2500).
Shields: are active for 2842 dmg done before running out. which deals 2302 dmg to ship. This is more than its max health of 2030. Therefor we can consider shields to be always active. as shields run out only after the ship has already died from the dmg that gets through.
needing it to do 2506 dmg to to destroy the ship. (it absorbs more but plating gives better health bonus and thus better max health making it close again).
So 6 dmg difference here. Again pretty much same effectiveness.
Note: This is all done with vs slug weapons. Results change vs other weapon types and armor modules start to come out on top on the larger ships (only slightly).
Basically shields are broken and energy weapons are too good when you can get heroes that grant shield penetration effectively negating their downside.