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1a. Iirc Heph can run 4-5 gunners, which should be enough to cover majority of your hardpoints. Once a gunner is assigned to a specific hardpoint/turret (and the weapon is set to Auto) the gunner will do their best to fire at any hostiles. In the case of PD weapons, they will try to shoot down missiles/drones. There are also hotkeys you can use to have your fleet/gunners focus on whatever target you have currently selected. (I never had a situation where that was useful)
2. Yes. Even when you have gunners assigned to a hardpoint to give boosts the weapons equipped, you can toggle Manual or Auto fire modes. Manual has you controlling it while Auto has the gunner controlling it. In the weapon/equip menu you should notice the "Set Control" setting to the right of the listed/equipped weapons.
3. You can tell by the turret icon. If it is just a solid grey, the turret only shoots straight ahead. If there is a Red Cone by the turret, the barrel can rotate along that cone. If there is a Red Circle surrounding the turret icon, it can rotate 360. Iirc, when you go to buy a ship; you can press shift (or whatever key for "show more") to see the turret locations/icons. EDIT: If you need a visual reference, I can post a screenshot if you want.
4. Not sure what you mean by this question. Turrets and Gunners work for you and fleet ships.
IMO, Heph can make a crazy strong missile boat depending on how you have it kitted out. E.g. I use Venghi Missiles and fill both side multi-barrels with them, have Ziggy for the explosion bonus, then manually fire them. Basically spew massive explosions, which crit for big damage.
Very nice! +award
I took a very brief look at the Hepaestus and I could now easily see the red rings around the weapon mounts. The "auto" or "manual" options also showed up once I put a gunner in place. I haven't tried to put the ship together yet, though I believe from your descriptions that I have a much better handle on things and that I should be able to experiment further this weekend. Thanks again for giving me a head start!
Sure thing! Though don't take what I say as gospel since, despite 100+ hours, I'm still learning new things or ship setups lol.
Perfect example is the Hephaestus, I actually really hated it at first and thought it kinda sucked. However, after reading how some people were kitting it out and their crew choices ... I realized I was just doing a really bad setup for what I wanted to do.
So going wild and experimenting is, IMO, where majority of the fun and replayability in Star Valor comes in.
Hephaestus is a phenomenal missile ship. As Morphic pointed out, build two 4-space missile launchers and put them in those side bays. They have such a narrow turret sweep range that they really aren't good for anything else, but their special is that they fire from 8 barrels for -60% damage. Which is to say you get about 3.2x (8*.4) total damage out of them making those 8-space of missiles act like 25-space of missiles. The swarm is also good because it helps overwhelm PD. As for gunners, their gunner skill won't be of use, but their bonus will. Look for specialist gunners with +damage% or +missile damage%, or better yet balanced with at least two damage increasing bonuses. Missiles are pretty easy to build, because you can buy all of the components at most Syndicate stations.
I put a couple beams in the 360 turrets to take care of small ships, and a PD in the back.
Sounds like a great fitting. I don't have any of the larger missile launchers yet, though I do have a couple of the 2 slot launchers. I'll put those in the side slots. Thanks for the advice!