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« on: March 31, 2021, 01:56:32 PM »
Combat:
C1L: Basically the one skill every player looking to use an actual combat ship will use.
C1R: Gunery implants for fighters, if you plan to use a battlecarrier or converted hangars is a must pick.
C2L: Damage to all ships that aren't frigates is great.
C2R: Carrier/CH/SO skill, the extra range from the elite means LDMGs have 400 range, which mean I don't need to waste OP to use ITU on an SO ship, and a sunder not having it's usual weakness to fighters is also not a joke, definitivally a loop around skill for SO capitans.
C3L: Great for all ships.
C3R: The only capitals that can control the engagement range are the Conquest, the Prometheus Mk.II, the Odyssey and the Paragon, of which the Odyssey and the Prometheus are better of closer to the action, which just leaves the Conquest and the Paragon to use this skill.
C4L: Shield skill.
C4R: Phase skill.
C5L: It's great in so many ships, but it's so bad in the few ships that can't use it. Gryphon whant to use it but can't due to the second skill in the two tiers before being terrible for it.
C5R: Missile skill that is great in all of the 2 missile cruisers that are worth using.
Leadership:
L1L: 10% damage at 90 deployment is great for frigate fleets, but 5% at 180 DP is kinda bad
L1R: Great for the few ships that need militarised subsystems to work on combat, specially Atlas Mk.II.
L2L: Kinda bad for anyone playing above 300 DP max.
L2R: Good for frigate fleets, and the +25 speed to ZFB in destroyer is very powerfull if you are using a SO destroyer as flagship.
L3L: Great skill that lines up perfectly whit the max size fleet I can bring whitout the game getting too low on FPS on my 3400G.
L3R: Also a great skill that lines up whit the max amount of fighters I would bring into combat due to DP limits.
L4L: Hard desion here, both are good skills that just happen to do diferent things, however I i'm more inclined to get this skill due to the extra control I can have for the Officers.
L4R: .
L5L: 30% accesibility and 25% fleet size is great, but buffed Ground Operations is insane.
L5R: The best way I can use to explain GD is simple, you have 300 marines with +15% to combat strenth, them you go raid Doom for volatiles, hhit this group you will get around 160-225 volatiles, adding GD it goes to 450-500 volatiles in the same raid, must have if you are going to raid.
Technology:
T1L: Transverse jump is not as much of a factor anymore, which makes this skill not as good as it might look in the first place.
T1R: The +3 to the slow movement makes this a easy first pick for all players that will go raiding.
T2L: Extra range and less weapon recoil are what makes this skill good, the autofiring lead bonus also exists.
T2R: Close range and high flux, perfect for SO Sunder/Champion, and the hightech ships, I guess.
T3L: This is not even a good choice, EW is far better even for the low DP's I play.
T3R: If I could use this I would, but it's nowere near as good as EW.
T4L: Falls in the same line as so many skills people dislike for the DP limits, it's great to have because even here the phase skill is a joke.
T4R: A good skill that is made terrible from the fact that a single Doom is enought to be above the limit.
T5L: The +10 bonus to vents and capacitors is good, but the extra free hullmod is far better than that, since you can not only put SO on your ship for free, you can also give it two other hullmods you whant, I knew this would be powerfull, but I completally underestimated how powerfull this skill is.
T5R: The limit is kinda low, but you should not be spamming Ai ships in the first place.
Industry:
I1L: Were you put the loot from raids on frigate fleets, I mean, if you need to transport a full unit of organics from the raided colony to the colony needing organics how would you do it, and for reference a unit of organics is 2500 storage units, this skill, in conbination whit Insulated Engine Assembly is enought to make Militarised Subsystems obsolete, and you should have the ships required to defend your cargo section if you will use a big ship.
I1R: No extra rares is lackluster in comparason to 0.9.1a, I guess it could be usefull for long term fleet maintenance.
I2L: Good for armor tanking, but why would you go and decide to take damage, but why would you do it insted of using that OP on new combt ship.
I2R: +15% CR is just great.
I3L: Fuel skill.
I3R: Supplies skill.
I4L: Faster Repair + D-mod removal, good for a exploration run were you don't whant ships full of D-mods.
I4R: D-mod skill for junker fleets.
I5L: Proper colony skill 2.
I5R: Proper colony skill 3.