Got me a decent ship here. I want to here advice for it. It can kill Jyeeta xeno at 3750 hp but it's rough. I have to rely on talents a lot. Firing orders helps a lot with battles, as does anything that forces craft to land. Advice, anyone? Cost isn't an issue
#ship design
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Do you have a screen shot of the ship screen with dice totals? Might help with decision making
You might be able to substitute Javat Water Fuel Reclamations for the medium fuel tanks and get a nice engine safety bump
where did you find those Lv8 auto cannons? i have Lv7s and wanted to find the max auto cannons
Those are story triggered, ||depend on how far the United coalition|| has developed.
I don't like plating very much, in my plays, not getting hit is worth much more. Have you considered some small components that boost craft hits or disadvantage enemy crafts?
That hit craft percentage on the guns is not a 1:1 figure, you can boost it way beyond 100 and still miss
Craft still have craft evasion yeah so it's about 150% accuracy vs craft to hit them reliably
The Zenrin armor plating is real nice because not only does it divert engine damage aggro it has a big chunk of radiation resist on it
Depending on the ship stats though a couple of the platings can be swapped for rad pulse boosters if the ship's over 25 armor/60% armor though having more is a nice cushion when things get damaged
ah thanks. my current run... i completely ignored that story. maybe next time 😉
Yeah if you go for the Water Fuel Reclamation 4s that'll bump up your navigation dice and electronics a bit and if you swap one zenrin plating for a void pulse booster that should get you near 80 electronics and protect vs warp darts good
May want to consider swapping out for Zenrin C-tak (if in Jyeeta era) should help with any carriers, also Javat Defense Pattern Matrix 4's would help crank up the defense %. Also what probably really giving you a hard time is a relatively low Command capability. May want to swap out some crew (looks like you are heavy on crew dogs or similar) for commanders/military officers or if not available with contacts grab some zealots. Also I'd consider ditching the missiles (in lieu of the previous recommendations) and ensure you have flash charge (navigator talent) and twitch surge talent (pilot talent) get nice and close with those grav cannons and tear up ships. Make sure you crank up command dice (also pick either pilot or electronics as a focus). You are close to being able to really shred opponent ships. Just 2 cents ... ignore what you like :)...
Thanks everyone. My main issue, really, is that it feels like it could be better. Think I need a couple of doctors as well as I keep getting failed doctor skill tests.
I thought that craft evasion was a separate roll from accuracy. You roll to hit/miss and if that succeeded, they rolled to get hit/evade. Can you really stack enough bonus to hit craft that you never miss?
The wiki is backing you up on this - guess I might have been reading the combat log wrong and stacking a whole lot more craft accuracy than I needed
Good idea on adding the doctors, plus they will add to Command/Tactics pool!