Star Valor

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Nano Components question
Is the +1 Weapon space for each weapon hardpoint?

or just increase to total cap? Seems poor if just total cap?
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Showing 1-4 of 4 comments
Zarinthal Aug 8, 2022 @ 2:52pm 
Capacity per ship, does not expand limited hardpoints
Black Raven Aug 8, 2022 @ 3:01pm 
Shame, only a tiny upgrade for frontal weapons then I guess and not the turrets
MrPurple33 Aug 8, 2022 @ 7:35pm 
For the Set Turrets, or any "fixed" hardpoint with a numbered Limit, those can't increase ever- BUT Nano Components is fairly easy to get, as most players are doing a good amount of Combat Skills, and is a BIG Boost for other weapon slots and especially with Larger Ships

Nano Components will give you-

+1 Weapon Slots for Shuttles (meh, but it's an extra Weapon)

+2 Weapon Slots for Yachts- pretty decent, especially if you want to slip say, a 4pt Heavy Laser Beam on a Valor, alongside 2 "normal" guns

+3 Weapon Slots for a Corvette- Now we're getting beefy- Fast Corvettes now with Frigate-Level Weaponry, especially Mean Gunships Like the Hawk and Syndicate Guardian

+4 Weapon Slots for Frigates- Obviously Good for Any Frigate- an example I Like to make, and am currently using- The Rebel Archimedes- see how those 3 Turrets add up to 13, but it only has 9 Total Weapon Slots? BAM- Nano Let's you have ALL 13 Slots- Doesn't matter that they're Turrets- it all adds up and works- I can 100% confirm this

+5 Weapon Slots for Cruisers- Some Cruisers already have Lots of Weapons, but sometimes you want Just a Bit More- Took my Claymore from 22 to 27, so I could put Larger Weapons everywhere, and just shorted that Rear 4pt Turret with a 1 pt Gun- The Juggernaut? +5 Weapons Let you get more punch upfront while still maxing ALL the Turrets- My Favorite Example- The Goliath- 6 Weapon Slots, 10 Total Weapon Capacity- 5 of the 6 Spaces are Set 2 Hardpoints, so to get a 2pt or higher Weapon on that Nice 2 Barreled Right Forward Gun, you have to "short" 2-4 other Slots- Take Nano Components, and now All 10 Slots are filled, AND NOW you get to use 5 entire points on that Dual Barreled Gun- I went with a 2 + 1/2 Sized Plasma Cannon, and that Monster DESTROYS everything

+6 Weapon Slots for Dreadnought- probably unnecessary, but if you've already Unlocked Nanos, Go For Insane Overkill Guns- The Dreads have space to spare for more firepower



So how I view Nano Components overall- There will be some Ships, usually Large Ones, that I Pre-Plan and am probably building a Fleet around even BEFORE I make a new game save profile- Nanos are key with those ships- Archemides, Claymore, Goliath, Horizon, Venom (12 to 16 Weapons!!) - I've used Nano Componets for all of those

Ship Sizes Yacht to Frigate (2 to 4) - Nanos will Buff ANY of them

Cruisers (size 5) - Maybe Don't need Nanos as much, but they sure can Mount the 5 extra Weapon Points- some Cruisers may not truly benefit much from Nanos- the Kurma for example

Shuttles just get +1 so not really worth it- in the Past "Weapon Zero" Ships Like the Magellan, Pegasus, and Mercury actually had Hardpoints but still Zero Weapon Capability- You used to be able to use Nanos to actually Arm Them, even if it was just 1 Weapon Slot- but those Hardpoints were permanently removed by Laious some time ago

Dreads probably don't need Nanos at all- But, If you've already unlocked it earlier for smaller ships, Go ahead and use that +6 Weapons





Lastly, Nano Components are quite Easy to Unlock, and you get Benefits from any of the Combat Skills- I Like to go Attack-2, Gunner-2, Armor-5, Deflectors-5, and the 1 point for Damage Resistance Linked to Deflectors- it's mostly the entire Right Side "Defense" part of the Combat Skills, and that gets you 15- now just the Final 1 point for Nano Components
Last edited by MrPurple33; Aug 8, 2022 @ 7:39pm
Neme Aug 8, 2022 @ 7:48pm 
Would be nice if the skill did add to the hard point turrets as well..

or even if it was a super rare blueprint say a Tier 4 upgrade module.. or whatever its called haha
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Date Posted: Aug 8, 2022 @ 2:50pm
Posts: 4