I tried using a faster small ship or multiple ships, and just went back to one single ship because it's more effective. Originally posted by PyroMancer:Also the argument seems to make the same flawed complaint a lot of new players make which is assuming you can only use one ship.īut why would I even bother using multiple ships if I can build a single ship using meta weapons and just win every fight brawling it out? I do agree Ion Meta is a bit OP but that is more a balancing issue that needs to be addressed. As well as considering how to strike your foe on what might be their vulnerable areas. Thus you need to approach the design of your ships with that in mind. But mostly tactics is about firing arcs and shield faces if shields are involved.īecause each part is important and directly impacts your ships performance you need to protect them and losing them can seriously hinder you. Either you just have HP and the ship is fully functional up to death, Or you have performance decline based on some RNG to systems getting damaged. ![]() In other games you have a few different approaches. But once you start upgrading your ship and build more of fleet it's easier to do flanking.Ĭosmoteeer though it actually more tactical than a lot of other games because ship layout matters. so you would choose the former for an armored brawler and the latter for a ship that goes in, deals a lot of damage and then retreats to reload.Īnd modules that do electronic warfare, it adds a lot of depth to Starsector, where you can have a ship module that diminishes the hit-chance of enemy ships or reduce their sensor range.Īnd optimally have some "exotic" tech that can't be bought but only found during exploration or combat in other systems.Īlso the argument seems to make the same flawed complaint a lot of new players make which is assuming you can only use one ship.Īlso the early fights tend to be direct brawl fest as you got one small ship against other small ships. ![]() Or to have multiple types of reactors, like a nuclear reactor that is very sturdy but produces energy blobs very slowly, or a fusion reactor that can produces energy blobs very fast but overloads if used for prolonged fights. For example a type of armor that is good against laser weapons but not so good against ballistics - it would force you to make a choice and also incentivize you to have two different ships in your fleet. In Starsector for example you have to decide if you want to have a ship that is a brawler with unguided torpedoes that do extreme damage, or have a ship that focusses on point defense with anti-fighter-missiles & anti-missile-missiles (lol), or have a ship that focusses on long range missiles, staying behind the frontline and doing damage support.Įqually Cosmoteer would benefit a lot from having a much wider array of ship modules. I guess a side of the problem is that there is no real exploration and challenging progression in the game, as I unlocked almost every tech in the starting sector and found nothing in the other sectors incentivizing me to go on.Įdit: I think what Cosmoteer would really benefit a lot from is having a much wider array of weapons. I also found having multiple ships rather pointless, as I could just build one big, tough ship that can brawl it out. ![]() The combat really boils down to who has the most forward facing weaponry, preferably with what is currently meta e.g. Maybe you set the range and target a specific module, but that doesn't really change the combat.Īnd since the enemies can turn so fast, even when you have destroyed all their engines, trying to flanking doesn't really work unless you go super small & fast. All you do is click on an enemy ship and wait until either they or your ship dies.
0 Comments
Leave a Reply. |