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Post by grävling on Mar 28, 2017 12:59:38 GMT -5
Having just had another captain bite it when a xeno lobbed 2 torpedos at me (and all I wanted to do was escape + sharp steering) ... makes me think that any hope of fair fight with xenos is just whistling in the dark. Xeno fights are for people who don't want a fair fight, on purpose. And these aren't even real xenos, sigh. Here's to wishing my ship wasn't made of toilet paper ...
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Post by Brutus Aurelius on Mar 28, 2017 13:41:44 GMT -5
Then it'll be a fair fight! you know that's not true You're right.... They'll need two battleships to make it a fair fight
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 28, 2017 13:58:59 GMT -5
grävling , try using Perfected Approach as soon as you get access to it. It has even better Range Change (+25) and also 5% boost to Shields. Of course, not an option in the early game... Does your ship have low Pilot/Electronics soak? The Xeno's are typically really poor shots, although I did run into one that landed almost every single shot, despite all the +Defense Talents that I was using. Lost many veteran crew that day... Here's to wishing my ship wasn't made of toilet paper ... It is scary to think that the enemies don't even know how to do upgrades yet.
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Post by grävling on Mar 28, 2017 14:11:43 GMT -5
athios: I will try Perfected Approach. But my captains tend to be running around in ships that have passenger cabins and prison cells,and a really nice weapons locker, but not much else, because it is trying to finance the ability to get much else that is getting them killed. What are the first things you upgrade, and why?
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Post by bobc on Mar 29, 2017 2:50:26 GMT -5
If I have free space after fitting career essentials (officer / passenger cabins and prison cells) I upgrade Nav Assist modules. Electronics are strong dice for dodge and Navigation supports range change at long range so I'm working on the principle that the bigger my ship skill strong dice pools are in Electronics and Navigation the better things will go. The next step is increasing my Pilot strong dice with the Pilot Assist modules since they also support combat dodge as strong dice.
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Post by grävling on Mar 29, 2017 4:54:20 GMT -5
Thank you.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 29, 2017 13:55:17 GMT -5
What bobc said is pretty spot on with what I do as well. Those are all low cost upgrades (2500 creds each) that will make a big impact on your safety. When I get a bit more money, I also switch out a medium weapon to Peak Velocity Matrix. The upgrade gives +10 Range Change, so instead of using Sharp Steering first I can instead use Evasive Maneuvers for additional dodge. Note, not sure whether these strategies will work as the Alpha progresses. Once enemies can upgrade components, things may change.
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Post by grävling on Mar 29, 2017 14:05:59 GMT -5
I've been improving torpedos first. Probably a very bad idea.
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Post by resistor on Mar 29, 2017 14:12:09 GMT -5
I've been improving torpedos first. Probably a very bad idea. I remember making a torpedo-focused MO on brutal, once. I gave up on him because I wasn't making enough money to repair the expensive damage to my level 7 torps. It's best to focus on defensive upgrades first.
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Post by fallen on Mar 29, 2017 14:15:17 GMT -5
I've been improving torpedos first. Probably a very bad idea. As a weapon choice, definitely a good place to start. Most of my Captains pack a good set of Lances and Railguns -- really sweet spot in the middle of range where you can keep everything firing and still get a little range change either way without getting into trouble.
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Post by grävling on Mar 29, 2017 14:31:17 GMT -5
I've been improving torpedos first. Probably a very bad idea. I remember making a torpedo-focused MO on brutal, once. I gave up on him because I wasn't making enough money to repair the expensive damage to my level 7 torps. It's best to focus on defensive upgrades first. This is what I am learning, now, the same way you did. Gosh you have to kill a lot of BH targets to be able to afford those torps.
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Post by grävling on Mar 29, 2017 14:34:59 GMT -5
I've been improving torpedos first. Probably a very bad idea. As a weapon choice, definitely a good place to start. Most of my Captains pack a good set of Lances and Railguns -- really sweet spot in the middle of range where you can keep everything firing and still get a little range change either way without getting into trouble. Hmmm. I am way behind in the philosophy of ship combat. I've been finding the middle of the range anything but sweet, but then my lances have gone to be other components, so that is likely a large part of the problem.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 29, 2017 14:36:06 GMT -5
Yeah, I sort of feel the risk of damage during ship combat is much more prominent in ST2 compared to STRPG. I haven't even really tried close range combat or boarding yet. Maybe I should try that with my current Pirate. I've run out of stuff to do anyway.
Btw, I really like Lv4 Torps. Very high Crippling rate! Best used in conjunction with something else that has higher crit%.
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