Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And may I just say this 'was... so artistically done.'
Thank you for your time.
Numerically yes their DPS is much better - to shields.
I do not view them as a threat because they do 0 to hull, meaning I can shoot off all the turbos facing towards my fleet on an enemy ship in a line, render it harmless, and move on to the next.
To explain it I need to first explain how autoresolve works.
Autoresolve assigns a pre-set value to ship and stations from the code, however, these values never change. It doesn't matter if a Super Star Destroyer only has one hardpoint left its autoresolve value will remain the same.
This is the one time you want to use autoresolve: when your force is on its last legs against a much superior force, last one or two ships, and they don't have engines. This means they're going to die and can't retreat.
This is especially useful over planets where you only have defensive stations and not an orbiting fleet, so when you're most powerful stations are about to die, autoresolving is an option to take out a couple of your enemies' ships.