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Pretty sure that the original reference was towards designing a fighter over building them at a factory.
I've been trying to see if there's a way to going into building mode during the game for the purposes of designing fighters. As far as I can tell, the fighter factories just use saved plans, so I'd have to either make them in creative mode, or found a new ship, and first make it a fighter design, then make the actual ship I intend to make.
Also, does it also work correctly with mining fighters on a ship ordered to mine?
So I should redesign my mining and salvaging ships to only have autofire turrets, that means probably mostly using a few armed turrets for defense, and using fighters for actual mining/salvaging?
One other thing I'm not sure about, how do you remove fighters you're not using anymore, is there a way to sell them?
It'll just deploy the relevant squads, and if you switch from mining to salvaging or vise-versa, it'll recall and deploy the correct squads.
Unlike with turrets, where anything set to manual fire will be used, even if it shouldn't;
You want to avoid having manual armed turrets on a mining/salvaging AI ship, but that's the case when it's purely using turrets as well.
Find a good turret maker, one that gets you triple or quad weapons with dmg or whatnot. When you make turrets, hit '+' on each and every material except targeting system. Use that weapon on a fighter, again + on the stats. You can get an incredible fighter to use as a blueprint.
I am mid-game on xanion levels, recently found and created 7k damage salvage turrets. Used one on a fighter, topped up on all stats for it made it small, fast and nimble and the fighter salvages at a whopping 710 damage. One squad of this is enough, quality over quantity, as soon as I issue an order they are done in a second. They are super expensive, 35k xanion each and take forever to make, but it's much better than making fighters and new blueprints all the time and throwing them away. Get it perfect the first time.
it isn't that simple to just get the best the first time because more often then not you have pretty much junk until end mid game or end game.
if there is one mod you should try it's the CarrierCommander mod, makes ordering fighters painless.
more towards the OP.
rarity, what material the turret is, the turret stat numbers (damage/firerate/slots/ect) all affect the fighter.
rarity affects how many stat points you get.
material affects which stats get bonuses(they are highlighted green). also how much durability you get per stat point. example of bonuses being Xanion gives 3 to the speed stat and 1 to durability stat. these points cannot be taken out and can go above the max asignable point limit.
if a fighter has a turret then it uses the turrets material, if the fighter does not have a turret then it finds what material the plan is made out of and uses the highest material count it finds. so in 99.9% of cases ship material does not matter at all.
turret stats are self explanatory expect for slots, slots are armed turret/unarmed turret slots taken by the turret if you where to equip it on a ship.
the damage formula for fighter damage is, turret damage * 0.3 / number of slots
so a turret with 30 damage and it uses 3 slots would be, 30 * 0.3 / 3 = 3