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However although your instincts caught onto an issue correctly, your understanding of the weapons themselves is a bit lacking right now:
This much is intended - a Capital II has no need to double itself, but even +50% would only be +15 to a non-purple point laser (like crafted ones). Additionally you can get % boosting crew and weapon range% may be a selectable ship rarity upgrade later on (like I said; there's mechanics not yet in)
Peacemakers are particularly nasty; a better-than-current-crafting combination of damage and ammo use - sometimes enemy yachts like Dragons can spawn with a pair of those launchers for something that's in no way a tickle.
1. While store-bought plasmas aren't that great, you can craft some pretty amazing ones. I've used them a little, but I've also seen Zarinthal stream with some amazing plasma builds.
2. Beams. Here I think you are under-appreciating the hitscan ability, especially when compared to small craft. Even with no damage boost they would still be used in some cases as an anti-fighter weapon. The most dramatic example is when facing a Lacewing, and with Beams vs. Plasma. While you can easily make a plasma that could one-shot the lacewing, over 90% of your plasma's will never hit - a half-decent lacewing pilot could easily dodge your entire bombardment, while tearing you apart. Equip beams, however, and it becomes impossible for the lacewing - anywhere within your far greater range and they will be torn apart with no hope of dodging. Even when it comes to AI they can be useful - against, for example, the gold-star shuttles in hunter swarms; at high levels these shuttles are always moving, very quickly - even with fast weapons it can be hard to hit them, whereas a beam will simply lock on and start ripping into them; no accuracy problems at all.
Then it becomes Flak Plasma, and it explodes wherever you point.
Since I don't know how aiming with a gamepad works, I don't know whether you can use Flak Plasma specifically.
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Supplement to Flak Plasma
And when you have found "Ziggy" through the quest, and you put him in a tower or a weapon with such a self-made Flak Plasma, and depending on the ship and self-made weapon, and his special skill, that causes a lot of damage.
It's a shame that only yachts and corvettes have space for a co-pilot, as these ships count for all weapons, larger ships only Weapon or Turret space.
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And most of the finished weapons are not that good anyway, homemade ones are always better, with the exception of a few that cannot be built yet.
Because the finished ones that exist so far are made differently than those that you can build yourself.
I have 4 crafted Overload Ion Beams on my Sanctuary and they drain a total of 2444 Energy per second. With that, it turns off all the Boss's beam weapons making them harmless. Same with any stations I attack. They fire for a couple seconds then all their weapons turn off and they just sit there doing nothing.
They can still fire any burst weapons they have, but those can't come close to overcoming my 500+ hull regen per tick.
And as mentioned above, the accuracy of beams is their strong point. The displayed dps on the weapon is the actual dps because they don't miss anything that is in range. Oh, and I have a Gunner with +60% range, and don't normally use him on the main weapon. But I did check it out and he boosts the range on the Mark 2 Station Beam to over 350, which is all the way off screen. And the 1 space PD weapons on my setup are a little over 300 dps each which easily kills all the adds that like to buzz around while I focus on the Ravager.
https://steamcommunity.com/sharedfiles/filedetails/?id=2551370271
And you were probably lucky that it was always enough, so there was always enough through the defense lasers.
Since I have already seen opponents the missiles, no matter how many there are, make it go faster than you can fire them yourself, so that you also need something other than missiles.
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And how are these 2 missile launchers built, that they should be so Super, and what is the size of this launchers. ?
Easy and cheap to craft for great effect, on my (new) Valor mk III I have 5 weapon mounts
1 Mining Laser (to get cash)
2 Purple Rapid Fire Lasers (so-so damage, but constant fire and nice firing sound)
2 Simple Missle Launchers with 3 shot burst- yes, that's all- small warhead/explode/3 burst
I can do 2 at a time, or a NICE 6 missile barrage unload, dodge, and make another pass- my small pack of 3 Valors can take out a Frigate pretty fast, with my 2 Fleet Escorts only having single shot missiles- one at a time (ammo/cost control) and me having aimed salvos of 2-6
You can also fit hull reinforcements, which a no-shield dread build will often do as higher hull directly buffs the regen rates as those are % based.
Like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2551370324