![]() ![]() No limit at all would make you incredibly OP. ![]() It doesn't feel great to have to chose between high number of ships, high CR and AI core, but having "finished" the remnant only run I made, I think it's there for a reason. With the monitors and a bigger capital, I probably could raise the battlesize now.īut yeah, bottom line, it's possible to play with mostly radiant ships in vanilla. This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. Some systems boost the damage of ballistic weapons. Some High Tech hulls also come equipped with the unique Phase Cloak ship system. These ships rely greatly on energy based weapons, and boast the greatest shield and flux stats for hulls from each respective class. But due to how the DP balance works, I had to add human officers, so I have a few in monitors and the rest in civil ships. Also, each ship has a built-in weapon system that has a special effect. High Tech hulls include some of the top-performing vessels in the sector. ![]() Nothing else Ive tried even comes close, they all just suck in comparison. I did reduce the battlesize to 300 at the start, so the max deployement would be about my remnant fleet + flagship (Aurora in this case). There are countless open-world space RPGs out there, but the only one Ive ever seen with good combat is Starsector. Tachyon Lance has more damage bonuses total than giga-cannon. Might try adding a few carriers as well, but I haven't had much luck capturing them. The Hurricane MIRV Launcher is a large guided missile weapon. Considering the reduced DP cost for unofficered ships, that could be 3 radiants with some leftovers, but I prefer 2 radiants and glimmer spam. I think I have around 160 DPs worth of remnants, and they get above 70% CR, which is enough for me. I only use unofficered remnant ships and the skill that gives unofficered ships 3 basic combat skills. I would lower the multiplier on using cores, but it works. ![]()
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