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Starsector ships guide
Starsector ships guide






starsector ships guide

Flux is a bit of a tricky concept, because many ships live and die based on their flux neutrality, and others simply don't care. This is so that they can fire their weapons without outfluxing themselves. Most ships want to put most of their flux into vents. Once you understand these it's basically only a matter of balancing them to get a good loadout that hits all the points you need.įlux has two components to it. Seeing the refit screen for the first time may be a bit daunting but there are really only three things you need to worry about.

starsector ships guide

If you don't, I would recommend GrumpyThumper's explanations of the mechanics on Youtube, or Rubi's guide. This guide also assumes you understand the basics of the game. Stuff can work even if you don't follow this guide to a T. Keep in mind that this is just my opinion. They're surprisingly good for only 3OP, and the flux is nearly zero.I've seen a couple ship loadout guides but all of those that I am aware of felt inadequate in some way, such as not being comprehensive enough, not carrying enough info, or simply being outdated.

#STARSECTOR SHIPS GUIDE PLUS#

Plus the Conquest's special (-10 OP cost for large ballistics) makes cheaper large ballistics much better.Also, for the Onslaught, I just stuck base MGs in every non-forward small slot. They don't burn through your own flux unlike other weapons, and high per-shot damage destroys armor. Sure, Hellbores have low DPS, but that can be dealt with using the missile slots for DPS bursting through the enemy shield / flux. Approach the enemy with PD side angled forward, decimate fighters / missiles with DFCs and tank some on PD side armor, then fire front missiles to overload shields and tank some damage on front armor, then switch to 'shooting side' for finishing off the enemy.I understand you don't have the space to put all such concerns in the guide, just thought I'd share.2) Also talking about the flux issues on capitals with large ballistics, I found Hellbore cannon to be the answer so far, at least for ships like Conquest and Onslaught. Use MLRS for finishers and use ballistics for shield cracking.Maneuver jets allow the player to swap sides very fast for a capital.E.g.

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They don't need to play on being at max distance necessarily.īut obviously that can be changed e.g. It doesn't particularly matter where they're at on the map as long as they are together in a death blob. If you've set an engage order on a fast moving ship, you need to make sure to monitor the tactical menu from time to time to make sure that a lone Atlas isn't chasing it into a corner, and if it decides to do that, clear the order.The important thing is that your Atlas fleet is not significantly split off from each other. Sometimes there aren't enough enemy ships to grab the attention of your entire fleet so you'll either have to use escort orders (basically the only order that forces an immediate reposition other than retreat) or try and split your engage orders evenly, preferably between no more than two groups. You should give it a shot and see if it's effective.How I usually handle fleet combat (for every fleet actually) is by setting enough engage orders (not eliminate orders) on the slowest enemy ships and most densely packed area of the enemy fleet. What you say may work but I haven't tried it. I agree and disagree, I think that the rating given for a single Atlas Mk II on the field is appropriate.Thing is, you can deploy a silly amount of these things (12 if you really want with the default max battle size, 24 deployment cost each), and that means you have a LOT of 2x large ballistics and 2x large missile launchers on the field simultaneously. If you slap it in the middle of an formation it can easily lay down decent damage at longer ranges melting destroyers and some cruisers and also defeating capitals, when it gets the jump on them and some help soaking up damage.Even though It is a ship you will be permanantly escorting in battle, nonetheless due to its low cost and maintanance it is a solid B in my eyes. It perfectly fits the role of an Artillery ship. I am going to have to disagree with the ranking of the Atlas Mk II.It is in my opinion a phenomenal ship if you use it right. I know 600 hours isn't much to some of the vets of this game, so feedback is greatly appreciated.All weapon lists are finished.








Starsector ships guide