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Starsector Apogee
starsector apogee





















starsector apogee

The Apogee-class vessels are an effective mix of advanced scientific and military technologies, perfect for long- range exploration of hostile space. Instead of, you know, putting out enough firepower to actually overwhelm a target which is greatly aided by the big-ass pulse cannons on the front.420. Yes, because it’s the same damage-per-flux ratio either way, given the same guns, but they’d rather be able to apply constant pressure, which only makes one ship back off to vent while its buddies move in to block for it and shoot you themselves. More recently I saw someone make excuses for the literal “three offensive guns, the rest PD” by whining about flux capacity for sustained fire. - The REMNANTS will be Every time I see someone bitch about that ship, EVERY TIME, it’s about its flux stats, because they miss the part where it’s only supposed to raise shields to stop high-damage HE (so basically anyone carrying a Hellbore) or a Reaper torpedo. - Ships will have variable weapon outfits.

Starsector Apogee Upgrade Was Getting

The biggest upgrade was getting Heavy Ballistics integration, which REALLY helped the Onslaught as it’s a hull that works best with a particular hullmod package and was a bit OP starved to start with. It was good before, but now it’s great, the equal of any high-tech ship. Siege Survival: Gloria Victis released on Steam last month and the good people at Koch Media have partnered with us to give away 35 copies of the game to the Nexus Mods community Siege Survival is a new resource management And that’s all true of the Onslaught before the latest update dropped, too, which gave it direct and indirect buffs which, in fairness, it did deserve. Apogee captains are used to operating alone and tend to be an independent, self-reliant lot.

starsector apogee

The Onslaught isn’t really a “broadsides ship,” it’s more of a front-quarter broadsides ship with anyone who tries to get right in front of you to avoid it eating pulse cannons for their trouble.The key to the Onslaught - or at least my Onslaught - is applying that pure DPS supremecy. You don’t necessarily have to though the HAG’s description about “raw damage output being able to overwhelm some smaller shield emitters” isn’t bullshit. That lets one carefully manage which guns are firing when you can pulse your autocannons on and off to punish clowns why to raise shields as soon as your kinetics go quiet.

...starsector apogee

The armor comes off them easy under HAG fire and after that you needn’t bother with the HAGs the autocannons will hit hull hard enough to obligate them to raise shields and, naturally, take hard flux. Once that armor is gone it stays gone, except unlike your Onslaught, they don’t have nearly as much of it to start with. This is when you start managing your fire I typically turn off the HAGs and pulse the autocannons on and off to give the usual horde of smaller ships hard flux concerns on their shields, and god help them if they drop shields and I get to turn the HAGs loose on them. Nothing, nothing, nothing confirms a kill like Harpoons they’re long-ranged and fast and with Heavy Ballistics Integration (to say nothing of S-Mods) fitting four Harpoon pods onto an Onslaught is very doable (though two works fine.) If you want to burn drive in blazing away with your pulse cannons like Abdul charging on his Toyota, that’s your initial burst damage put Harpoons in the missile slots and use those to polish off those clowns trying to give you the slip.The other key to flying DPS Onslaught is what you do after you’ve murderized that first clown - when all his buddies and escorts come after you from all sides and you’re high on flux. That’s when I started trying Harpoon missiles again I’d never been much impressed with them before, but I’ve come to respect them.

You have the DPS to beat these clowns off like a man laying about him with a big stick, you just have to use it right.If all of this is too much work for you, well, go get a Paragon kid, nobody will notice the training wheels. Pulsing your groups also helps with the recoil putting more shots onto smaller targets and improving flux/damage ratio accordingly. That’s where facing-specific weapon groups come into play. The real challenge here is if you’ve got hostiles on both sides so all your autocannons open up when you turn on the group, sometimes you’ll want this but if you’ve got an actual threat to starboard and a single Kite without torpedoes to port, well, not so much.

Depending on how you want to play, certain ships will work fine and certain ships (or builds of ships) just won’t. And yet, I know other people who complain that Starsector’s combat is too slow. These days I’m up to 80% of normal combat speed, but I still find the normal speed to be too insanely fast to handle shield micro and even weapon group switching. I adjusted the game combat speed to be half of what it usually was when I first started playing.

starsector apogee