Astrox Imperium

Astrox Imperium

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chemistal Jun 8, 2022 @ 1:40am
What weapons to use mid-game?
I have lvl 10 missle launchers and meet low supply of ammo. Even producing them doesn't offer quantities needed.

What to learn next? Beams will demand energy control skills. Projectiles will demand turn speed and ammo... That is alot of skill points and I don't wanna make a mistake as with launchers again. I need an advice :)
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Daering Jun 8, 2022 @ 8:06am 
Launchers are not mistake, but several lvl 10 missile launchers do need a bit of extra time and effort to feed them with ammo.

In case of ammo productiion you don't really need the best ammo, any ammo that you find easy to manufacture will do the job. Sure better ammo does add some extra numbers to your damage, but all in all, focus on quantity and when you face end game you can min-max with the best ammo.

When it comes to guns, I think there are some good single and dual cannons that doesn't require too much ammo. It was long ago when i run with stock weapons, can't recall the names, but generally guns are considered good choice - not too ammo hungry (unless you equip several auto cannon ofc), easy on energy and cool dakka effect. :P But... I don't think you will like the idea of running another set of ammo based weapons if you find ammo supply to be pita.

Lasers I think are one of the most player friendly weapons and maybe your better choice. You don't need to take care of another ammo based weapons, you don't need to invest in improve range skill and at least for now you don't need to invest in energy reduction skill - if you are mid game, you probably can support several lasers and launcher.

Just pick the lasers with the faster projectile speed, keep the best launcher or two, keep your combat range under 1k (or adjust if you notice you miss often with lasers) and you are golden.


*edit - i just went back to revisit vanilla weapons and, man, there is something really strange going on there.

Based on the numbers you should only use Pulse Lasers from all the energy based weapons and avoid all others. They are better in almost every aspect and by "better" I mean by miles. Best dps, best damage per energy, best turn speed and almost top projectile speed from all energy weapons.

Best launcher is Tactical Launcher. - best range, best DPS, best damage per energy, best turn rate.

And most of the other numbers seems quite strange. Those autocannons... Pure OP.

This is almost bug report worthy. 😂
Last edited by Daering; Jun 8, 2022 @ 9:26am
The Pollie Jun 8, 2022 @ 3:28pm 
Everything.

E v e r y t h i n g
OftheTarRealm Jun 21, 2022 @ 6:53am 
I'll stick to frickin lasers man. I got a mod that makes lasers frickin explosive man and that's baller status.
Daering Jun 21, 2022 @ 10:14am 
Originally posted by MoBo DigiBo:
I'll stick to frickin lasers man. I got a mod that makes lasers frickin explosive man and that's baller status.
Did you mean literally "explosive"? Like torpedoes for example. Because i doubt legit mod can do that. By legit i mean what we can mod currently.

If by "explosive" you mean you just boost the damage of the lasers that's fine and pretty easy achievable.
Chronamancer Jun 23, 2022 @ 11:13pm 
beam lasers are dope.....the recon destro (i think it was the destro) gets a massive rof-bonus for beam laser allowing it to fire at an insane speed.
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Date Posted: Jun 8, 2022 @ 1:40am
Posts: 5