![]() ![]() To your original question then, my answer appears to be 'none of the above' if solo, and the Ion if in a group. I own both Ares, but would only take them out to use knowing someone else would be covering the light fighter/PvP role. Weapons are switched on or off depending on the target being engaged they are never used together. My personal pick is the Sentinel, kitted with a size 5 laser cannon on the nose for big stuff, and GVSR for smaller. Imagine the turrets on the Idris having that ability, rather than spraying around madly as they do right now. It was way too much for the 'average' player and CIG quickly nerfed them. In Pirate Swarm some number of patches ago, the turrets on the Connie's were achieving around a 95% -ish hit rate. With Stanton being a 'starter' system the danger will likely be limited, but as we move out the intent is to truly challenge players abilities. The gameplay we see right now is NOT the intended gameplay long term. There is much LESS RNG, but much MORE TIME required to get to the same damage amount. In a fleet environment this includes having friends to engage/clear enemy opposition. So the important issue here is if you can fly the ship well enough to continually apply full damage. The Ion is a DPS machine (vs large and capital ships only). So you are fighting the RNG as well as design and performance issues. CIG can also be expected to adjust countermeasure and defensive turret effectiveness to suit their 'balance'. As AI and server performance improve this will be even more evident than it is now. Using DPS as a guide is going to be misleading.īombers are tools of opportunity, as getting the highest probability of a hit is driven by tactics rather than holding down the fire button. Which ship really depends on how you want to play. The game is being developed and published by Cloud Imperium Games for Microsoft Windows.An extended retry of unrealized plans for Freelancer, Star Citizen is being led by director Chris Roberts. The Tali is a mean rig, Lando A fair question, especially since all of these ships have limited application and/or serious drawbacks. Star Citizen is an in-development multiplayer, space trading and combat simulation game. I was just curious to see the differences. In no way am I telling anyone what to fly. I included the numbers above so you can do the math if you'd like. I got lazy and I'm typing this on my phone. I didn't do the time calculations for the Ion to make up ground vs the Retaliator and the number of manned turrets. Time it would take Ion to break even with it's DPS: 16.5 minutes (13.8 mins if 100% weapons) If the Eclipse stays and fights instead of leaving to restock: 10.14 minutes (8.5 mins if 100% weapons) Time it would take Ion to break even with it's DPS: 7.96 minutes (6.65 mins if 100% weapons) Thunderbolt III Missiles (x20) - 93,080 DamageĪegis Retaliator (I left the Laser Repeaters for their increased viability vs Xeno Fighters) These are optimal numbers and assume you're shooting constantly when your capacitors are able. I did provide the numbers for 33% power to weapons and 100% (MAX) power settings. I'm also using the Sustained DPS numbers from Erkul since it's a long battle. If you miss with a torpedo (or it's shot down), the DPS numbers plummet.Īll of the missiles/torpedoes used in this comparison are EM since I've had the best luck with them connecting and they also hit hard (as of 3.16). Either way, the torpedo damage is assuming you're using them on an Idris (and are connecting). I currently have an Ares Ion, Retaliator and Eclipse in my hangar and was curious to see how they compare.ĭisclaimer: this is only useful when determining damage dealt to the 3x Idris that are a part of this mission but since (apparently) the Ion isn't supposed to shoot anything except capital class ships, that should be obvious. Modules are set to be added into the game sometime after Arena Commander 2.0.With Xenothreat coming back, I thought I'd look at some of the numbers of my ships to decide what to use. Cargo modules that offer extra storage space.A living space module, which will allow for the ship to be used as a personal transport, as well as to take NPC on long-distance trips.A dropship module, said to be intended for use in future Star Marine missions.As such, Citizens who had bought the original version of the ship were presented with the new edition pre-fitted with two torpedo bays. In August 2015, the Retaliator was remodelled as a modular craft. These were later changed to the following: In the original development document, the Retaliator had the following specs:ġ2 x Class 3: Equipped 8x A&R Stryker (FoF) missiles (maybe a note that the Retaliator can carry anti capital chip torpedoes?)ĥ x Class 4: 8x Behring M5A Laser Cannon (turret) – Ventral (underneath), dorsal (top), tail, left and right beam / waist (side)] ![]()
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