![]() How can I keep some cargo capacity while also making my fleet strong for capturing? Is a single anti-missile turret on each ship enough? I currently fill all turret spots with defensive turrets, as most ships I'm using don't have enough space left to use offensive turrets. Should I aim to have ships run without any batteries? If not, how much of the energy needs should I cover with generators, and how much battery capacity should I have? What ships are good for a capture fleet? And which make for good flagships? I'd like to be able to plunder some ships, so a flagship ship with decent cargo room would be perfect. Let me try to condense them into a few specific questions: I'm mostly interested to hear about Human, Marauder, or Hai technology. I am unsure about lots of things when it comes to choosing ships and outfitting them for my fleet. I'm currently using a Hai Centipede as flagship, some Ospreys, some Firebirds, some Marauder Ravens, and a few Quicksilvers from earlier on when I just started building the fleet. keeping idle energy higher than moving + firing + charging shields. At the same time, I always tried to keep (most of) the cargo space on my ships, and make sure they don't need batteries to run, e.g. I try to put the best engines on them, while also providing them with good shielding and the aforementioned lasers and anti-missile turrets. ![]() Currently, almost every ship I own is using all its gun ports for Heavy Lasers, and turret spots for (Heavy) Anti-Missile Turrets. While designing my capture-alive fleet, I'm trying to pick and outfit my ships so they will be able to quickly disable enemy ships while staying alive. This is already my third post in about one day, but I just have so many questions and things to say about this game! ![]()
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