49
« on: December 28, 2023, 10:26:56 AM »
Personally I wouldn't be going after Ordos year one anyway; they're more prepared for you than you are for them. Kinetics ARE important against them, yes, but if you don't have anything else it can be hard to close out the engagement because they tend to be fairly mobile too.
As for stations, personally I don't like to go after those until I have some cap ships with some decent large guns (read: something bigger than hellbores.) The right cruisers CAN put in work but, while mobile enough to not just instantly pop, they generally can't facetank a station very long and not all of them have guns big enough to put real pressure on station shields.
Since the topic of burn speed is up, personally I find that aiming for 18 sustained burn is sufficient to keep pace or outrun basically anything in the sector. Post-hyperspace topography bonuses you'll be at 20 in the great outdoors, but I find 18 in-system to be ample speed for catching things and turning to run when you're spotted. I haven't used an Ox tug in forever.
On the topic of S-mods, I prefer S-mods that actually provide additional bonuses to building them in. Sure, augmented drives is a LOT of OP to save, but S-mod slots are even more finite and precious than ordnance points. With the right skills, ABD's not needed on anything but the most glacially slow vessels anyway; certainly not on cruisers. If it doesn't drag my sustained burn down below 18, it's fine for me.
And yes, +15% CR is big. Not only does it give you a bigger window of engagement before malfunctions, having higher than 70% CR provides passive bonuses to a ship. The fleetwide CR bonus is basically THE reason I dip into leadership when it's not my primary skill line.