![]() ![]() In update 2.0 these could do 1.2k DPS/Slot and were a weapon system I used all of the time. The best I rolled up were 500 DPS/Slot electric and 700 DPS/Slot for plasma. With a short battery life (12-26 seconds) and reduced damage they can't compete with launchers, railguns, chainguns, bolters or lasers. Lightning Cannons - These have been crippled in Update 2.2. Damage is much less than update 2.0 where at tech 37 they could get to 1k DPS/Slot Almost a viable weapon but outclassed at long range by launchers, lasers at medium range and at short range by Bolters and chain guns. I ran tests to see what the damage was against shields (50%) and against layered blocks (about 250%). ![]() Railguns have reduced damage since update 2.0. Always make your launchers with Seeker attribute Note that the launcher projectiles take a while to hit a target which is not always ideal. This is one of the main turrets I use in this game now. My best two are a 876 DPS/Slot range 36 and an Anti-matter at 755 DPS/Slot range 30. Launchers seem fairly unchanged (vs Update 2.0). The plasma version is usable as a fighter weapon otherwise I don't use this weapon system any longer Update Tech 37 Tesla were over 2k DPS/Slot. The reduction in damage to the electric ones is not worth the 2x damage to engines/energy centers. The best electric is 1k DPS/Slot and the best plasma is 1.2k DPS/Slot. Tesla turrets are reduced in damage at Tech 37. Note I re-rolled my tech 37 turret factory over 40 times. Turret changes are drastic, in my opinion too drastic as it impacts game play in a major way once you reach the barrier. Increase the tonnage of that mission to make it easier to make the mission validĬhanges to the Object Detector are good as it makes the ones below Red usable. Instead you need a 22 kt ship (which is really small) and blocks the current Rift mission you had selected from the mission board.Īllow any size ship or only have him auto talk if your ship can go on the mission with him. The first NPC hunter you get auto talks to you which would be fine if you could do the mission he has with any ship. I would make them an object you can select from the strategic map. They are hard to see, don't show up on map as a highlighted square. I can't find a use for the one use beacons you get/buy. The beacon path lights should be brighter. I understand thematically keeping it dark but I think you lose visual interest there with it as dark as it is. And the existing R-8 to R-14 handle that better than the new combo ones. ![]() The only use I find for the long range with increased cooldown is for station ships that I jump once and then build a station. I won't put long cooldown hyperspace jumps on main line ships as that slows their travel times down compared to using the SXTN-K VIII subsystem plus one or two more +jump with hyperspace cooldown reduction. (Spoiler) The one subsystem I (type) I would change would be the ones that give long range hyper jump range with the long cooldown. The new combo subsystems are good/great rewards. Although running rescue missions until you get a Hunter/Scientist Rank 3 captain is a good idea. My favorite is the get the core from an enemy ship. (Spoiler) I have tried several missions and they each worked. Here are some observations and suggestions about the DLC I like the into the rift DLC as it allows me some different missions and rewards. I have progressed the current game up to the barrier (Tech 37 turret factory) Here are my thoughts and observations on Avorion 2.2 and Into the Rift DLC (spoilers). Started a patch 2.2 game after buying into the rift.
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