![]() The biggest thing to do is to look at the stats of your weapons and your mods, and make sure they work well together. A high-capacity, long-range, high-armor floating artillery piece can be effective and dangerous, though even for them, burst damage is key you need to be able to overwhelm enemy flux capacity and kill them, or at the very least take down shields and do some hull damage, before they withdraw, or fights will turn into an eternal slugfest. That being said, you don't -have- to build ships that way. The best ships you can use in the game are ones that can dance rings around enemies. Degraded armor? Once you know what you're doing armor won't be a major factor. Having a few d-mods on a ship can actually be good with the right perks, so long as they don't impact those key things. The most important things are speed/manueverability, flux recovery, and burst damage output. If you have enough flux recovery to exceed all of those, then you'll stay bottomed out on flux, and a manueverable ship can evade enemies, keep its shields oriented on threats, and keep killing until its combat readiness starts to drop. ![]() When you're refitting a ship, the game shows you how much flux your ship uses firing all of its weapons, how much flux it uses keeping its shields up, and how much it uses for each point of damage taken to the shields. ![]() Everyone here will swear by different methods and loadouts as being the "right way" when in reality most builds should do you just fine with practice until you start trying to do the endgame fights. Plus there are some decent mods to augment your vents some people prefer the Flux Distributors for 'bonus' vents, some prefer Hardened Shields or Stabilized Shields to reduce the flux made by your shields, personally I prefer Resistant Conduits to actively vent much faster, and the Monitor has a really good flux mod built in that lets it vent hard flux while shields are up (and is basically a better version of an officer skill).įor fleet composition, the one you imagine should do just fine. Once you fit out the weapons to your liking, if you don't have a lot of guns with high flux use then you could lower the number of vents until your dissipation is just above shield flux upkeep + weapon flux upkeep. For the most part the first thing you should do for a combat ship is max the vents before fitting even weapons. Bombers for heavy damage on critical targets, or use ions for crippling and disruption.įind a good balance of ship systems as well, most are some kind of speed boost, others can have some very important and very helpful effects My take goes as follows:Ĭapitals - slow, tanky, vulnerable to flanks and numbers, superior firepower, impossible to beat with escorts.Ĭruisers - adaptable, maneuverable, great at flanks and breaking up battlegroups, good in pairs or for capturing objectives.ĭestroyers - great firepower and speed, hit and run ops, vulnerable to direct fire, use to capture objectives or support larger vesselsįrigates - fast but flimsy, capture objectives, hunt other frigates or swarm tactics, plan on replacing them often.įighters - versatile, powerful, and plentiful. If you prefer small ships, then build your perks accordingly.Īs far as ship choice, it sounds like you have something that works for you, at least for now. Systems like armor and hull are great for low tech and midline, where high tech benefits from better shield systems. Increasing vents will give you better passive vent, and better active vent. When building systems and Flux points, prioritize vents over capacity, and subsystems that pair well with your tech level and loadouts. As you continue to progress, your fleet composition will continue to change.
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