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Power Modules

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12 years ago
Dec 18, 2012, 6:04:02 PM
I'm curious which people use and how they use them.



High Energy Couplings: Honestly I only use these on glass cannons and generally beam ships at that, because of how beam defence works per point of damage, not per shot like flack and deflectors. I'll sometimes make all beam destroyers, with this equipped, but beyond that I rarely consider them worth using.



Accelerated Magnetics: If you've gone heavy defence for all three damage types I can see it being useful, but at 16 tonnes and only a 15% increase on what you slotted already. You're unlikely to have much in the way of miniaturisation at the point that it's unlocked, with a cruiser class hull you can drop that tonnage by 25% but, I'm still not sure it earns it's weight at the point by which it's available to use.



The higher tier power modules all modify the stats of the whole fleet rather than per ship, while this could be very powerful, it does have a significant tonnage cost and very long research time, so significant that I find the game over al almost over by the time I could choose to research this technology.



What are others thoughts on power modules, as I rarely see them mentioned when discussing fleet design.
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12 years ago
Dec 19, 2012, 10:33:11 AM
Accelerated Magnetics is amazing on Battleships, with defenses costing 20% less AND now 15% more effective it is well worth the weight when you are probably using 60-80% of the ships weight in defenses anyway.
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12 years ago
Dec 20, 2012, 2:04:59 PM
Kareal wrote:
Accelerated Magnetics is amazing on Battleships, with defenses costing 20% less AND now 15% more effective it is well worth the weight when you are probably using 60-80% of the ships weight in defenses anyway.




I currently have about 200+ battleships designed that way, all with % based repairs.



Currently replacing them for the fleet based damage boost though as I'm stupidly far ahead in tech right now.



I created a huge galaxy with only 4 ai, they just didn't expand, i did. game has kinda gone a bit weird tbh. Only on serious difficulty, but the sowers in particular look like they have no idea what they are doing. tiny areas on influence, nearly turn 100 and they have uncolonised systems near them, etc.
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12 years ago
Dec 24, 2012, 12:04:24 PM
The fleet wide crit chance seems better than the fleet damage bonus, though more than 13 ships with the crit bonus seems like it would be redundant.
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12 years ago
Jan 8, 2013, 4:26:44 PM
I use only High Energy Couplings. Nothing else compares to 40% more damage because knocking ships out earlier in the round is a far better defense in many circumstances.
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