![]() ![]() It's permissible to swap the PD laser for another Tactical laser and slap op Integrated Point Defence AI. It's also packing 12 Harpoon missiles for 750 HE damage each, which are very effective against overloaded enemy ships, and guess what your flagship is good at? The Graviton beam deals kinetic damage and so is additionally useful against shielded targets. ![]() Due to the long range of its primary beams, this ship can take out unshielded enemy ships common to the early-game from a safe distance. ![]() PD Laser in the forward small energy slotĢ Tactical Lasers in the other small energy slotsĢ Harpoon MRM launchers in the forward missile slotsĪn amazingly useful ship in the hands of AI. This is especially powerful when fighting smaller remnant and pirate forces, as they tend have shield-less ships. The Ion Cannons disable the enemy weaponry so that, even if the enemy ship survives its overload, it won't have any weapons to fire back with.Īlternatively: Use 2 Assault Chainguns guns instead of the HMGs. The Rocket Pods then deal a decent amount of HE damage to breach enemy armour, which exposes their hull to your MGs. It's blindingly fast, can close to short range very, very quickly and pump out an amazing amount of kinetic damage.īasically, you fly in, pop the Accelerated Ammo Feeder and unload into the enemy shields with ~2000 kinetic damage per second this is enough to overload pretty much everything up to Destroyer-size within the blink of an eye. This is your capital ship for the early stages of the game and it's simply a joy to fly. #STARSECTOR SHIPS TABLE MANUAL#Put all the MGs in the first control group on autofire, the Rocket Pods in the second for manual control and the Ion Cannons in the third control group on autofire. My early-game (salvage & exploration) fleet consists of just two types of combat ships.Ģ Heavy Machine in the medium ballistic slotsĢ Double Light Machine guns in the small hybrid slots close to the frontĢ Ion Cannons in the small hybrid slots near the backĢ Annihilator Rocket Pods in the missile slots Tldr: post your most succesful early game builds to help new players. The lasher is extremly fast and makes for an excellent harrasser. Kill off destroyers and cruisers from the side/ rear while they are distracted. Use 3 double mashineguns and 2 ap weapons of your liking.Īproach frigates head on and tear them a new one with the activated ammo feeder. Similar to the hammerhead, use so and hardened subsystems. While not deadly, they can put great additional pressure on larger targets or distract some enemy ships until more important threads are dealt with. Use broadsword wings for the hangars and some light pd or kinetic weapon. This setup can solo 1 and sometimes 2 weight classes above itself if played correct Thanks to so(safety overrids) you are fast and can dish out tons of damage befor most ships can hurt you. Go point blank, activate ammo feeder and go to town. Use safety overrides and hardened subsystems. I advise not to use missles on this build. If these are not availlable go for double mortars and single mashine guns. #STARSECTOR SHIPS TABLE INSTALL#I like to install 2 assault chainguns in the front medium ballistic points and double mashine guns in the small slots. Since our playerbase grows at the moment, i would like to give some suggestions for an easier start.Ĭlose quarters hammerhead: The tutorial hammerhead is a very good destroyer ![]()
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