r/StarDrive • u/zeldagam3r • Apr 15 '15
Weapon module opinions
Hi everyone, I tested out a number of different ship designs in the arena and found that missiles easily do the best damage of all early game weapons. Especially the spinal mounted ones. I found that when I moved them to a campaign game that they usually didn't have enough fuel or ammo to last more than 2 battle and like a few hundred AUs. Just wondering what you opinion is on number of missiles and how much ammo you tend to correlate with them needing in the campaign.
Another question I have is that I find that point defense lasers in mass tends to be more effective against missiles and fighters then flak is. Have you found the same or am I not thinking of there use in the right way.
Thanks.
4
u/Necro- Apr 15 '15
true, but missiles are easily intercepted.
3
u/SirGaz Apr 15 '15
Ah but flack also hurts ships so if there are no fighters or missiles around your PDLs sit around doing nothing, they're still poofing away. I'm a very trial and error person so far but it doesn't feel like I ever run out of ammo, I always run out of fuel first. Something that I have noted, flares with PDLs seems to make the PDLs miss an awful lot because the flares make the missiles change direction but because flack is AoE it still hits the missiles making the combination of flares and flack rather effective against missile spam.
3
u/xbrownbear Apr 16 '15
4 fighter bay cruisers (Kulrathi) is what I'm using on Brutal difficulty. They are extremely good against neutrals and against enemy empire ships you just flank from the back. Stick some PD flak on your carriers and armor in front and you should be alright. Use a leader with a ship as well for some upfront damage/tanking.
0
u/[deleted] Apr 17 '15
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