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Post by tenbsmith on Mar 4, 2017 12:28:59 GMT -5
Does the Navigation Ship Pool contribute to dodging long range attacks in ship-to-ship combat?
The reason I ask is I'm upgrading my frontier liner. I'm gonna ditch my plasma cannon and replace it with the Defense Pattern Matrix or a Nav Assist Module. I'm leaning toward Nav Assist Module because it provide broader benefits and is more upgradeable.
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Post by grävling on Mar 4, 2017 13:23:28 GMT -5
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Post by tenbsmith on Mar 4, 2017 13:47:55 GMT -5
That post is about changing range, which is probably different than dodging your opponents attacks--i.e., making your opponents attacks miss.
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Post by fallen on Mar 5, 2017 15:04:14 GMT -5
For defense -- Strong Dice - Engine Speed at long range, Engine Agility at short range Strong - Pilot Strong - Electronics Standard - Command Standard - Buffs / Components Defensive bonus
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Post by bookworm21 on Mar 5, 2017 18:06:37 GMT -5
So electronics helps for defense... hmmmm
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Post by bobc on Mar 6, 2017 2:46:51 GMT -5
fallen thank you for breaking out the ship defence dice, its going to be very useful when building my crew for ship combat. Do you have the equivalent information for the ship combat offence dice please?
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Post by johndramey on Mar 6, 2017 3:20:22 GMT -5
Oh my, so I should pay attention to pilot as well as nav. I've basically been beefing my nav score way way up because my captains all tend to run from combat. Thanks for that break-down, fallen!
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Post by tenbsmith on Mar 6, 2017 13:37:35 GMT -5
So, you need Nav to control range in long-distance ship-to-ship combat. But, Pilot and Electronics are strong dice for dodge regardless of range. Command is weak dice for dodge at any range. Very interesting.
Now, i'm thinking Pilot Assist Module instead of Defense Matrix. And, I may get rid of my armor, 'cause I need a prison cell. Or maybe I'll look for and upgrade that improves Electronics and Pilot.
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