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Greetings.

Thought I'd start a thread about equipment. Testing various setups and ships is one of my favourite parts with the game. :)

Tried using only ballistic turrets because having specialized turret groups appealed to me. Unfortunately I could not get it to work very well. Couldn't manage end game fighter and gunship swarms even with Turret Accelerator, Turret Extender, Turret Optimizer, Heat Management (Turret Optimizer makes turrets go into red heat often.) and half of my turrets being Flak Turrets. In a Dreadnought. Beam Turrets are really needed for Fighter/Gunship clearing.
You need to pick your ship first then select the layout... the way a dreadnought flys is very different to how a small ship ducks and weaves into the battle.
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ussnorway: You need to pick your ship first then select the layout... the way a dreadnought flys is very different to how a small ship ducks and weaves into the battle.
Yeah but with that many turrets dreadnoughts are like fortresses and I thought the flak turrets should be able to spam enough shots to keep fighters at bay. Alas they have too short range or something. The fighters swarmed me and spanked my armour hard. :/
Yes I draw them out first so I only fight fighters and gunships before going for the capital ships. Even when I did the slow speed constantly steering left or right trick to rotate shield damage.
When I went back to particle lasers fighters and gunships stopped being a problem.

Oh and I've finished the story three times already in both destroyers and dreadnoughts without any real problems when using particle lasers as AA. That's why I tested only ballistic turrets now.
I admit to liking plasma guns best but yes it does make it hard to survive swamps unless I'm running away... Speed is life!
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ussnorway: I admit to liking plasma guns best but yes it does make it hard to survive swamps unless I'm running away... Speed is life!
Boost to live! :D

Yes I too always have some Pulse Turrets for capital killing. Like them better for that than beams because of their range and shield damage.
Post edited August 17, 2016 by Tarm
I haven't gone into Charon yet but so far I've had great success dealing with threats the game says I shouldn't be able to handle by relying on long range broadsides against capital ships and dealing with fighters/bombers by burning hard into them and unleashing EMP Flaks on them, or running away from them where turrets can hit them straight on. The long range broadsides hit hard and are actually very fast firing, there is no reason to bring the other broadsides because you can get as close as you want and outdamage even the tachyons at extremely close range.

I haven't really gotten into beam weapons and missiles just don't come in the right quantities for my playing style. I focus more on maneuvering the ship, I don't have time to aim turrets manually or keep steady target locks for efficient missile use. Missiles tend to run out in a single fight and unless the enemies drop Ordinance containers you won't be ready for the next stage of a mission.
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Sufyan: I haven't gone into Charon yet but so far I've had great success dealing with threats the game says I shouldn't be able to handle by relying on long range broadsides against capital ships and dealing with fighters/bombers by burning hard into them and unleashing EMP Flaks on them, or running away from them where turrets can hit them straight on. The long range broadsides hit hard and are actually very fast firing, there is no reason to bring the other broadsides because you can get as close as you want and outdamage even the tachyons at extremely close range.

I haven't really gotten into beam weapons and missiles just don't come in the right quantities for my playing style. I focus more on maneuvering the ship, I don't have time to aim turrets manually or keep steady target locks for efficient missile use. Missiles tend to run out in a single fight and unless the enemies drop Ordinance containers you won't be ready for the next stage of a mission.
True the Proton Cannon broadsides is great for the whole game. Its range, shield damage and spamability makes it my favourite. Aims fast too.
Neutron Beams is mostly for close range broadside slugfest I think and that playstyle I find boring.

Trying EMP Flak for the first time in my current fourth (?) playthrough and not sure yet if I like it or not. I've had success with boosting away from the swarm, turning my broadsides towards the incoming swarm and spam it like crazy while letting my turrets take care of the disabled craft.
When I'm actually in the swarm it doesn't seem that great though. If I'm lucky I manage to affect two to four craft maybe? Dunno really because it's kinda hectic. Feels like that anyway.

Well I constantly tinker with my turret Tactical screen. Shifts my turrets from fighters only, targeted, locked, any and so on in a battle. Concentrating all your turrets on a enemy capital often make it melt faster than point blank broadside spam. :)
I fly the radovich... 7 plasma turrents or 5 + lasers makes very short work of enemy capitals

can't remember the last time I even fired my broadsides?
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ussnorway: I fly the radovich... 7 plasma turrents or 5 + lasers makes very short work of enemy capitals

can't remember the last time I even fired my broadsides?
I haven't tried the Radovich yet. Saving that one for my clean Merchant playthrough. Thinking about doing that when my current all Pirate save is done with the story. :)
7 turrets and 8 broadsides with good stats all over except maybe secondary ports makes it look really good on paper.
all turrents shot front of the ship and out the ass... follow a radovich = die
good armour on the nose but thats it... this is a hit and run ship, not a slugger however I do sometimes park under a station at zero speed and spin on the spot because 7 plasma kills anything.
I can outrun all but the fastest ships and collect as much loot as I like... against the really hard hitters I have to get behind them then its all over.
Post edited August 20, 2016 by ussnorway
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ussnorway: all turrents shot front of the ship and out the ass... follow a radovich = die
good armour on the nose but thats it... this is a hit and run ship, not a slugger however I do sometimes park under a station at zero speed and spin on the spot because 7 plasma kills anything.
I can outrun all but the fastest ships and collect as much loot as I like... against the really hard hitters I have to get behind them then its all over.
It certainly sounds tempting!
But I'm having too much fun now kidnapping P.J Krunk, threatening merchants to drop their cargo (Alien artifacts are shiny!) and blowing up rival pirate gangs that are trying to take our loot. :D
I like Neutron Beams as broadside, since they hit everything (even fighters) and have so much base power.
For turrets mining lasers, they are good against shields which fit well with main weapon. They also are good as independent fighters turrets.
For secondary it is flak, not having to worry about enemy torpedoes is great relief.
As for other systems: repair bot, broadside aiming and range, also beam overheat.
Merchant guild cargo hold to never run out of space.
Deflectors which reverse enemy projectiles, it dont work always, but when it does it is fun addition.

My favorite ships: Tennhausen, Sturvile, Vanguard, Acturius.
Radovith has good stats, but i dont like look, too much like mining vessel.
Neutron beams ARE great, if you are patient enough to use them correctly, i.e.fully charged. However, they cannot be spammed in "reloaded - minimal aim charging" state worth a damn.

For a surprisingly potent change try Proton Cannon, or equivalemt level Mruath Electo-Bolts, at any range where the fan spread of the unaimed, spammed broadside is a little less than the arc covered by the length of the target vessel. Spam the fire as fast as you can teitch your finger. You can achieve damage rates well beyond what the nominal DPS of those weapons says. I have absolutely whithered Greel and Viriax dreadnaughts in moments with a small ship slipped into a spot near the nose or tail of the whale where not all the DN broadside can bear. I mean, from pristine side to gone in 10 sec or less of furious spam fire.

Doesn't work quite so well for Hammerhead, but possible. Just not enough tubes. Also, a Level 5 or 6 frigate class taking down a Level 6 dreadnaught will take a bit longer, and will probably have to flip sides 2-3 times.


Ramming Shields are a wonderful aid for small ships taking down big ones. Get in close where not all of the big guys broadside will bear. Then, whenever you have to flip shield sides, or perhaps just when you firing finger gets tired, do your repositioning by scraping along the large ship's hull with your deflector on. This can take off as much as ~25% of his defenses by itself.

Sometimes you can find a projection on a big hull that you can just tuck your nose into. Then you just alternate between ramming deflector ON, and broadside spamming unaimed across the ~2m gap between ships while the R-Def recharges. Rince and repeat.


For anti-fighter weaps other than lasers, Ion Turrets do just fine when combined with Flak secondaries, or even better , EMP Flak. The EMP Flak bubble isn't quite as good as Flak against missiles, however, so I usually wait to install EMP Flak until I have Deflection Absorbtion installed.


I love the IDEA of the repair bot, and I often buy it just because it is cool. However, the truth is that well over 75% of damage is always Hull Plating, followed by Power Core, both of which the robot doesn't fix. Further, repairs are cheap relative to either mission payoffs or typical White/Green cargo sell down returns. So the practical thing to do is pay for ALL repairs every time you port, and save that precious component slot for something else (like the awesome, and expensive, Deflection Absorber mentioned above.)


Fault Tracker is a must have, especially for transponder mining tipoffs of mining in the later game. The FT assisted take on those can easily fill even a maximun cargo bay (well, maybe not on Deep Horizon or McKinley). However, there is no need to keep the Fault Tracker mounted All The Time. Discipline yourself to separate your mining runs from your merc and other runs, and swap it out for another combat enhancing subsystem.


As an endgame ship, when properly decked out, the Minotaur is AWESOME. Easily a match for any dreadnaught+supports you may encounter.

Note that it is important to take note of the arrangement of turrets, and how much they complement and combine with each other, as well as just the number. The biggest fault of the generally delightful Barracuda is not so much the light broadside (which the nimbleness largely makes up for), but rather the somewhat awkward turret arrangement (good for being chased, though.) All of the dreadnaughts suffer a bit from this, at least to the extent that the flat number of turrets is misleading as to how man of them can bear in the most importan directions. Minotaur's turret placement is excellent, as is Hellion, Sturville, and, to a lesser extent Radovich. I don't have much experience with Damocles, but it's turret placement seems pretty good. Of course, the Hammerhead's turret placement is wonderful...but there ARE only 2 of them.
I'm currently flying the McKinley with:

-Mk5 Neutron beams
-Mk4 HS Missiles
-1x Mk3 Leech turret
-1x Mk3 Viridian laser turret
-2x Mk2 Viridian laser turret
-1x Mk4 Particle laser turret
-3x Mk3 Particle laser turret

-Mk4 Ceramic Hull
-Mk4 Shields
-Mk4 Deflector
-Detail scanner

It works a treat, Laser turrets take out fighter cover while Neutron beams destroy other frigates/crusiers/destroyers. Dreadnoughts require more work (Using the leech turret) but can be fought with. Before the McKinley I had the Dravius & the Icarus which also worked quite well - except for the side mounted turrets.


Edit: Forgot secondaries
Post edited June 30, 2017 by T.Hodd
I'll just bunch a couple replies here since it's a bit easier for me.

Turrets are for Fighters and Gunships. Broadside for capitals. Secondary for general usability.

Draw out the swarms, kill them with your turrets and some broadsides if you feel like it's taking too long for your turrets. It's probably more effective to boost away now and then to bunch up the swarm and align the most of your turrets towards them.
Beams are instahit, never miss and never run out of ammunition so they're best. You never want to get swarmed with fighters all over you. That makes the Particle Laser a better choice than Mining Laser.

Concentrate on one capital ship at a time by drawing it out. Then all your turrets can help. When fighting capital ships you need to think about two things above all. Dropping their shields and range. If you don't drop their shields you aren't doing any damage and a battle usually flows in and out of broadside range so the longer range you have the more time you can hit the enemy. DPS. Unless you're a in your face kinda brawler captain. :P
Proton Cannon is best regarding this.
ALWAYS have one Leech Rocket Turret. I always have one on manual to save ammunition and target a big hard capital I want gone. They're absolutely great with helping dropping an enemies shields.

Secondary weapon depends on playstyle a bit. Dumbfire missiles are hilariously lethal if you're a brawler kinda guy but my choice is the HS Missile Launcher. It's a fire and forget weapon that's decent against both fighters and capitals. Just spam them when you want to spike your DPS.

Defensive secondary I don't find much use for. If you use Field Impact Shields and Ramming Deflector you're usually good against missiles. They're not that dangerous. Enemy broadsides and gunship/fighter swarms are what you have to look out for.
Except for merchants. Dunno what turrets they have but they can certainly pack a punch.

If you go Destroyer and higher you NEED Maneuvering Boosters. Those are great for those big whales.
You'll also be needing the Turret Extender because you're so slow. Yes they work with lasers.
EMP Ablation. Trust me. It'll save you from a lot of rage.

Null-Grav Booster is best if you want to go somewhere fast. Like escaping the ring of death in Dead Drops or boosting full speed into a space station when running a blockade. You go fast enough when auto docking you'll be placed a greater distance from the space station when exiting so it'll be easier getting away.
Slamjet Booster is for quick positioning. I'm not needing that too often though but I guess it's up to playstyle.

You want a brawler The Arcturus is great. It's a flat disc with great turret placements, have the destroyer range boost to broadsides and is a heavy hull so you'll not be suffering too much from bleed through damage crippling your systems in attrition battles. You want a ship made for brawls and not a Dreadnought that's my first choice. It do suffer from only three components banks though but that's not too bad.

Don't forget to change ship when you want to do different stuff. For example if you want to earn cash fast get a Barracuda with expensive equipment (To jack up your ship value and mission reward.), a fast engine, a null-Grav Booster and do Dead Drops all day. Then switch to a fighting ship when you want to do that.
Post edited June 30, 2017 by Tarm