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Normaly i tend to use the maximum Amount of Puls MK2 for a more or less "every porpuse" Ship. After i got some money and i have found a Ship i like to fly/use for longer, i just build 1-2 copys of it with different loadouts for specific tasks. Or i adjust my Loadout early if i decided on a more specific way to play, for example stealing Ships(better use those Plasma and Rockets in my opinion) or if fighting Xenon is the way to go i adjust to that.
But what you also can do, espacialy with Ships who got 3+ Weapons, do 2 Puls, 2 another Type of Laser/Flak or smth, and the Fifht/sixth do Rockets. A bit like a Jack of All Trades.... sure you will lose a bit of consistent Power in every fight, but you are equiped to handle a lot of things the game throws at you, without worrying, also it helps to get know the different Weapons because in the End.... most of it comes down to preference and feeling.
Otherwise, check out the Antigone Ships, they got 1-2 Tweaks to the Argon Versions, one of them should mount more Weapons when its Argon Counterpart but cant remember which one, might be a bit more "Tanky" while got more punch ^^
But i also use Perseus Vanguards because the speed actually makes them more survivable than the supposedly tankier fighters (for IS use as wingmen) so i need the firepower to make up for the lack of hardpoints. And after getting used to the speed (and strafing faster than some of those tubs go forward) it's really hard to switch to a different fighter.
As for missiles on fighters they're very useful - provided you have a way to resupply them, because fighters don't hold many.
So that means a carrier, auxiliary or a supply base nearby, which makes them largely infeasible early game.
I do have a Cerberus too but if you intend to use it as a drone carrier you're going to be disappointed unless you just want to park it in front of a gate.
It takes ages for them to dock whenever you want to go somewhere which just makes the entire thing a massive hassle.
I do use defense drones on mine, but 4 is the most i can stand. The other weapons are flak in the turrets set to attack fighters and dumbfire missiles for its main armament to deal with heavier stuff, though plasma cannons also work if you don't want to deal with ammo.
(As for the Cerberus I'm not sure exactly what I want to do with it but it is useful to know the drones are better use for defending static positions)
I don't like to use the cerberus (2'Bolts/4*Flak) personally but its a good guardian for most miners and small stations. It does the job even better with a minotaur (2*Bolts/4*Flak) as a pair.
There's also the hidden benefit of fighters retreating to repair and rearm regularly in the middle of combat (if they have an assigned supply ship/carrier) which helps lower losses.
You have to experiment a bit to figure out which missiles to use for what (dual launchers with light smart missiles are my favorite for interceptors because they basically ignore flares) but as long as you use the right missile for the job they beat every other weapon category by a landslide.
And a Cerberus loaded up with all tracking launchers and a stack of light swarm missiles will absolutely butcher anything lighter than a P (which you pack some heavy missiles for).
Until it runs out of ammo at least, which happens fast, so some kind of supply option is definitely required.
As for the drones it's mainly an issue of frigates only having one dock. Having an escort of 10 defense drones is fantastic, but it takes ages to launch and redock them.
If you're just parking them in front of a jump gate to Xenon space that's fine, but otherwise you'll constantly be waiting for your frigates to redock their drones after each fight with little benefit because by the time they were launched the fight was nearly over.
2-4 drones are fine depending on if you want more speed or more firepower, but anything more than that is a mostly worthless waste of time unless you micromanage them. Also set them to escort instead of defend so they launch before combat starts.
Larger ships with more docks can obviously make better use of more drones.
What really worked well for me though was assigning a fighter each to "intercept for commander" to my frigates. They'll usually be parked on deck so takeoff time isn't an issue and with a fast fighter it's a great combination of speed and firepower.
A lot of it also depends on the ship. My Perseus do really well with shard batteries because they have the speed to negate the range disadvantage.
But putting those on an Ares or Eclipse is pointless because they'll spend most of their time chasing the faster fighters instead of shooting, so you're better off with something long range on those if you bother using them for anti-fighter work at all (they suck at it).
Pulse lasers are kinda the universal option. Damage is a little low but their reach and high accuracy makes them the best at anti-fighter work if you're not fast enough to use shards.
For frigates you really want to stay at range so it's either plasma or missiles. They suck at fighter combat and get torn to shreds with close combat weapons when piloted by the AI, you best bet is leaving them at range and launching drones.
I've already mentioned the downsides of those, but an Osprey with a full load of defense drones deployed is a fantastic fighter killer and the slow speed is actually a bonus because it lets your drones keep up with you.
I've found frigates to only be worth it as drone carriers, really. You get far more direct firepower and survivability for your money out of a Nemesis otherwise.
Maneuverability and speed are incredibly important for AI-piloted interceptors though. More important than number of weapons or shields even.
If you try to use something like the Eclipse or Ares as an interceptor you're going to be disappointed. Ships like the Nova, Falcon and Perseus do much better for me both IS and OOS.
It's also why for fighters you should almost always buy the Vanguard version. Or for everything, really. I think the only Sentinel ships i own are Ospreys because the slow speed actually helps their drones keep up and they're absurdly tanky for their class.
Also use PAR shields for fighters. The shorter recharge delay means quick fighters often regenerate back to full shield in combat when they bank around for a new attack run so it helps them survive more than the higher max of TEL shields.
Not exactly...
Pros:
1. Raw damage is unmatched, all the way upto "one-shotting" some ships.
Cons:
1. They miss more frequently as long as your using the right missile for the job.
2. They can be intercepted and destroyed.
3. You can't fire them while being shot at head-on. (Or you'll just kill yourself with your own missiles.
4. They have very limited ammo capacity, and are hard to restock without specilized logistics for them.
5. You have long reload times between shots, meaning missing/having a missile shot down has a much bigger impact on your damage.
6. If one of your missiles is intercepted on a S/M ship, typically ALL your missiles are intercepted due to them blowing up each other.
7. You have limited ammo, if you run out, your permanently down any turrets that used them without a way to restock them.
I RARELY use missiles due to the staggeringly obvious drawbacks. But there are some places I make good use of them. Typically on capital ships with large missile bays but only a few medium turrets. I use them exclusively on my Syn, as it only has a pathetic 4 medium turrets meaning it's almost defenseless to fighters. But missiles are great here because I can carry over 200 of them on a capital, and they can frequently instantly kill a fighter buzzing around the ship with 4 missiles.
PS: I also really fear npc ships firing missiles at me, as they can kill you insanely fast, and npcs don't care about the hassle of resupplying those missiles.