![]() Destroyers are the “sweet spot” between effective combat power and maneuverability in Starsector, and I’ve tried to make some of them feel very special for players who want to have a ship designed for hands-on play. Some ships, particularly Destroyers, are geared for player use while being somewhat viable for the AI.Carrier-only fleets generally don’t work as well, but Fighters are a strong, viable supporting element. In general, Fighters are still strong, but not as strong overall as they are in Vanilla (as of 0.91a).The difference in stats between Capital-class ships and Cruisers has been made a little sharper a Capital-class ship is usually capable of destroying multiple smaller vessels by itself in late-game play. Larger ships can tank more damage than in Vanilla, in general. ![]() In general, the larger ships have considerably-higher values for Armor, Hull Points and Flux stats.For example, there are no Destroyers who are faster than Frigates, there are no Frigates faster than Fighters, and so on. In general, ships are a little more-firmly placed in their size class.The performance implications of Friendly Fire for the AI far outweigh the small problems it creates for players and AI ships occasionally using each other as cover. Certain Vanilla weapons have new behaviors (for example, the Thumper is now an efficient “shotgun” that kills fighters well).Missile weapons all reload, and do not run out of ammo.Energy Damage weapons do more damage the closer they are to targets.Certain Beams have had their ranges reduced to compensate. After extensive testing of alternatives, this appears to be the best way to fix Beam balance. Beams do Hard Flux damage, and do more damage the closer they are to targets.This isn’t 100% perfect, but weapon balance is generally better than in Vanilla there aren’t “trash guns” or other newbie-traps. Weapon stats have been extensively altered, across the board, using a balancing system where all weapons have been par-balanced versus their cost in Ordinance Points.In some cases, this means certain ships are considerably improved over their Vanilla versions. Even Pirate “trash” ships have some shielding. There are no shield-less ships in Rebal.Many ships that were widely-perceived as “shield tanks” are more effective in Rebal in their theme.Other Hard Flux mitigation tools are widely available.This is a passive ability that all ships have now. Hard Flux drains constantly, based on Capacity.However, they are vulnerable to Fragmentation and EMP damage and don’t benefit as much as conventional shields from Skills and Hull Mods. Form Shields go up / down instantly and are, as the name suggests, form-fitting, reducing a ship’s hitbox. Form Shields offer players a new shield type that has some major weaknesses and strengths.A small-arc shield is nearly invulnerable to enemy fire, but will not protect the entire ship, whereas a Bubble Shield provides complete protection, but with considerably less resistance. Shields have their base damage-resistance value tied directly to their arc, in degrees.
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