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Rapportera problem med översättningen
Brake thrusters are not important? Yes they are, you don't just use them for braking but also for keeping your distance to the enemy ship while pointing your nose at it (kiting). At least that's how I play with my ship designs (frontal weapons, shields and armor, little to no armor on sides and rear)
Well no shit, ask yourself; what's better to fight in space with? A weapon that can possibly shoot infinite amount of times or a weapon that shoots finite ammo with precious resources that you could use for something else or for profit? Also ballistic weapons make a mess and I like to salvage my ships in as much mint condition as possible. So yeah, laser ships are richer than canon ships and then some.
By the way, I have a tip: If you coat your armor with structure, you will be able to spread the damage of weapon fire even more. Especially with canons and missiles. It's sort of like a mesh armor of a battle tank. And it should also help against disruptor fire, since you basicly install a giant lightning rod around your ship. Though laser blasters will fire through it without problem
I can totally see why Mining Lasers would be completely unnecessary in PvP, but lovin them in Career. Also I think and build like a Dwarf, so of course I just gotta get in on the Mining Action of the game, so I love Mining Lasers! Can't help but to wonder if how they go about firing and are designed in general has room for improvement though... but game's early enough in access atm that i'm not seein any reason to sweat it at this time. Also i'm a carnage and destruction lover so I wish it was easier to get my Mining Lasers to rekt that Asteroid Rock. I'm one of those kinda people that can enjoy rektoning for funsies. >:) (Plus, also a Lore-Based practical reason: Why NOT clear out 100% of the Asteroid while it's already getting Mined... then there's that much less amount of Ship Travel Obstacles to worry about while flyin the Cosmos!)
I heard from others that Mining Lasers can attack and down live Enemy's Reactors and take them down without exploding them, thus preventing them from exploding potential salvage outta your reach for good... I can vouch for the fact that it works! It was especially valuable for safe neutralizing Reactors built on enemies hugging up against their Cockpit (aka 99% of Early Game Ships...) making it easier to try to bag precious early game Processor salvage!
Blow up enemy Weapons and Thrusters that they use to reverse and if easily doable their turning/strafing Thrusters then ya usually can telly your Main Weapons to chill and your Ship to close to Mining Laser range and have them finish the job, especially on Enemy Cockpits/Reactors, to try to boost the amount of salvage ya can turn that enemy into... all the while getting satisfaction in the fact that ya are finishing the Enemy off by eating them alive... to death... >:D
You can manually aim weapons to find out if they can shoot past obstacles (your own armor) e.g. in direct ship control mode. There is no unintended friendly fire.
You can sell doors, even by accident. Check if every room has access.
Supply chains are a no-no in early game. The time I've spent figuring out why the newly placed Point Defense doesn't get powered!
Cockpit direction does not matter.
Armor is insanely heavy. You can show mass in the bottom right in construction mode. Don't put armor on anything that doesn't fight or you'll slow yourself to a crawl.
Does anyone have a good example for a tank/battleship to learn from?
My current fleet is a pair of fast attack ion fighters/flankers, two double railgun boxes with 11 accelerators and double flak cannons on the front, and an enormous factory ship bristling with missiles. I need something to suck up damage while everyone else gets into position. My factory ship has enough PDC's that it can actually shoot down incoming railgun shots, but it's far from ideal. I need a real anchor for my battlegroup.