Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The sticking point (at least for me) is going without hacking. If the hacking module on the flagship latches onto something vital, it can ruin a solid run so, at least when writing this guide, I made a rule to always have a hard counter packed. Though a top artillery and cloaking might be able to best it, so that's certainly an interesting angle worth trying! Thank for the heads-up on that. Interstellar_Dragonet
-> if your weapon system is destroyed and/or hacked, you still have the artilery system, and reverselly
-> the artillery won't go out immediatly after taking damage, unlike a weapon who got 1 of the energy it use damaged
-> the artillery system doesn't use the weapon system energy, which mean that you can have effectivelly up to 4 more energy on weapons than on a ship that doesn't have the said artillery
The disadvantages are:
-> more energy spent on weapons mean less energy for the rest of the ship
-> you can't control the artillery
.
These advantages are why I thing that the Fregatidae flack artillery at 4 energy isn't that far fetched, even if I understand the criticism.
Thanks dude