Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: 1 [2]

Author Topic: Pirates.....  (Read 1394 times)

solidus85

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: Pirates.....
« Reply #15 on: July 11, 2023, 11:22:40 AM »

I guess I have bad variants.  I'm not sure what makes a good variant vs a bad variant.  I used autofit which apparently is terrible to do, but I know how to use kinetics to weaken shields and then high explosives to hurt armor.  I don't exactly have a lot of weapons to choose from, as it looked like most of the good weapons were black market.

Thanks for everyone helping me but I decided the game is not for me, so I'm going to move on.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 3818
    • View Profile
Re: Pirates.....
« Reply #16 on: July 11, 2023, 11:34:39 AM »

I guess I have bad variants.  I'm not sure what makes a good variant vs a bad variant.
Yeah, that's something that takes some practice. I'd suggest playing around with the missions available from the main screen; try a variant, run it up against something in the simulator, see how it goes. In general you want maximum flux vents, firepower that's only a little over your flux dissipation, around 10-ish flux capacitors for frigates and destroyers, a bunch of kinetic weapons, and one high-damage-per-shot armor-cracking weapon... but that's very generalized advice and there are lots of corner cases (like safety overrides builds) where parts of it don't apply.
Thanks for everyone helping me but I decided the game is not for me, so I'm going to move on.
Sorry to hear that. It is a good game, but there is a significant initial learning curve...
Logged
Wyvern is 100% correct about the math.

SafariJohn

  • Admiral
  • *****
  • Posts: 3052
    • View Profile
Re: Pirates.....
« Reply #17 on: July 11, 2023, 02:45:23 PM »

If you give it another chance: pilot the Falcon P, put some sort of kinetics in the front hardpoints since you don't have Sabot pods, put the Reapers in the turrets, and put a ton of OP in capacitors. You will be able to waltz up to most pirate ships, run their flux up faster than they can yours, then dump Reapers into them to overload and destroy them.
Logged
Pages: 1 [2]