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research station is rng for all attributes beside weapon type. and if you mix the input, even that becomes limited rng of what you put in.
so just organise your inventory by type and throw the dice until you get something you want to duplicate.
use stations close to the barrier for better maximum grade that station will produce.
That said, due to the way research works, I’d actually recommend mass producing low end, cheap gear (though of the highest rarity that you can). The only stats that research cares about are weapon type, quality, and whether or not it has Independent Targeting. Everything else is rerolled from scratch.
I go for Lightning/Railgun Hybrids with 2 or so plasma. The reason is that Lightning and Plasma (if they are of different types) will overcome any type of shield resistance that can make ships completely immune (on Insane at least) to certain damage types. Railguns are the best anti-hull weapon out there. They have the highest relative DPS depending on how many blocks you get pierce on, and I find that even at base, they have a higher base DPS than cannons, lightning, rockets, etc . . .
I have definitely seen both AI ships and stations with stone parts in their makeup (I salvage a lot, and I've often heard the 'crunch' of stone and seen the puff of dust when breaking a block on the wrecks). However I have yet to come across anything armoured heavily/exclusivley in the stuff, so perhaps my concern about tesla is a little unfounded yeah. That said, tesla turrets are quite short-range compared to some other options, and with a huge craft that isn't as manuverable I imagine range would be more important to have.
The reason I'm thinking of going mainly with lasers is partly that range, but also their accuracy - I'm far from the best aim out there, and struggle somewhat to get good hits even with my current weapons unless I'm very close range to the enemy, let alone with launchers and cannons. A good long-range beam with pinpoint accuracy would be handy to have to ensure the AI ships don't just dance around me while I lumber through with a big, heavy cruiser, decimating the local asteroid fields with my shots but not actually hitting the attackers at all XD
I have gotten a few different damage type weapons so far, including plasma lasers, so I was thinking if I could get a couple of banks of both plasma and normal energy (or perhaps plasma and antimatter, if I can find an anti-laser) that should be pretty effective against both shields and hull. I have recently seen an antimatter pulse cannon myself, and I figured that could be quite a force too, although it's DPS and quality were somewhat lacking.
Currently in my game I'm making a long circle around the edge of the barrier, locating any civilisations which may have turret factories and/or a research lab in close proximity to the rifts, so I can farm their wares and make use of their facilities. I guess once I've completed that I can take stock of all the turret options on offer and make a final decision on what to aim for from there.
- They roll a weapon of the rarity you have selected. This turret is used for the "base" stats at the factory with you contributing no extra components.
- They then roll a weapon of the next highest rarity. The stats on this turret are used to determine the "max" stats when you have all components cranked to max.
- They use a fixed rng seed with these based on the factory so that you get the same results each time you visit it, and there may be some additional tweaking to the stats I didn't see to account for if the second turret rolls with stats less than the first turret (such as just rerolling it).
Essentially, what this should all result in is the ability to craft a turret with the stats of the next highest rarity. So an Exceptional (highest you can build at a factory not counting your own blueprints) with the stats of Exotic.Research, on the other hand, can roll Legendaries, so has the potential of getting higher. That said, there is a lot of overlap of the stats between Legendary and Exotic, even Exceptional, so it'll take a lot of gambling to get a Legendary with stats that only they can get.
My biggest issue I've found so far in my game is shields. As I said in the OP I found a 4k+ DPS bolter turret which I blueprinted, so with a couple of those on my rig I can cut through even armoured ships pretty swiftly. But those bolters do much less damage to shields, and my RNG on plasma weapons has been far worse - I've struggled to find anything even in the 700 range, let alone higher. Which means that often in a firefight I'm sat trying to wear down the enemy's shields while they're burning me too, and if there are a lot of them they usually get me down to critical hull before I can take out a couple of their ships. One pirate faction in particular seems to have extremely strong shields in comparison to their weapons, so while I can easily take out their vessels once their shields are down, I often have to make my escape before I can get to that stage or they will finish me.
I know it's all RNG, so I'm sure I'll find a decent plasma cannon eventually, or something else I can use instead (like that antimatter pulse cannon someone mentioned earlier). And until then I can still hold my own so long as the armadas I face aren't too large - it's only really big pirate strongholds that cause me serious grief. But I know it'll only get tougher beyond the rifts, so I wanna be well prepared before I move on and breach the barrier, and if I'm gonna be building a capital ship soon I may as well do all the upgrades together at the same time.
Thing I always like to reiterate on when talking about turrets here though is stat consistency. Even if you could get a lot of good rolled legendaries, unless you can replicate them, you still face the issue of varying range, fire rate, accuracy and other stats. If your weapons don’t perform consistently, then often times the effective DPS is lower than the listed DPS because of weapons s missing being out of range or other issues. It’s like having 8 railguns that fire at random intervals after the first volley versus ones that fire simultaneously. You only have to align them so often if they fire consistently rather than maintaining that aim if they fire randomly.
It’s an underestimated concept I feel some players don’t appreciate and end up suffering the consequence of.
While I agree on the weapon consistency, unless I'm mistaken, once you get that good Legendary from research, you can then take it to a factory to blueprint and reproduce it. I think the only turrets that can't be blueprinted are ones with a tech level greater than 50. (I'll be honest, I never tried it after they introduced blueprinting, so I don't know if there's a rarity restriction as well as tech level.)
I also want to point out that the reason you can often find lower tech turrets with better stats is solely because of the rng system. (While tech level isn't used to determine base dps of a turret, the base dps and tech level both derive from the same thing... absolute distance to the core.) Being closer to the core will increase the base dps of a turret, but because of the rng system and the way it's setup, it's still possible for a high tech level turret to get crap rolls while the lower tech level gets good rolls (there's very little in there in the way of guaranteeing minimum stat boosts).
So, yeah, higher tech level has a better chance at rolling more damage, but it's not guaranteed, and thus what you've been observing. Their system would probably need a huge overhaul to solve that.
I think the only thing I'd ask for in that regard is a little more consistency when researching - for example a higher likelihood that special attributes be passed on when researching multiple items with that special attribute together, or the items that you input having more influence over what comes out (looking at you, shield ionizer, with your 'research physical, plasma and antimatter resistance, and get electric as a result :P )