
The rift torpedo launcher is a good burst of damage, but with its slow speed, seems like it's easy to shoot down. The resonator MRM launcher gives a nice burst of initial kinetic damage, but at 16 OP it's really expensive for its DPS. It's hard to say how well the reality disruptor, rift beam, rift cascade emitter, rift lance, do without trying them out, since it depends on things like how often the rift/EMP effects come out, etc. That cumulative 500 damage to armor (and unaffected by the armor rating) is very powerful though, since the hit strength calculations usually reduce the incoming damage by a lot when there is still armor on that part of the ship. The disintegrator does damage to armor over time, so it's better for hit-and-run - hit where their shields aren't, then back off and let it do its damage, but not as useful if you're trying to kill them right away. The cryoflamer is pretty good vs shields, but the relatively low hit strength (75) and its short range means that you have to get in close and it won't do as much vs armor/hull. So I see the minipulser and cryoblaster as a really good combo - the minipulser for anti-shield, the cryoblaster for anti-armor and anti-hull. The fixed slots for the Aurora are synergies, but it has 3 energy turrets, which means it can do an initial burst of 3000 kinetic damage for 3000 flux (4500 if I get expanded magazines), which is really great since as a high-tech ship (which has mostly energy/missile slots), it's difficult to get it to use any kinetic weapons to help it take down shields. That initial burst will be great for killing trash you want your kinetic damage to be front-loaded anyway since you're going to be engaging shields first. The minipulser basically does a burst of 1000 kinetic damage for 1000 flux, then settles down to sustained 100 kinetic dps for 100 flux/second. Minipulser: 50 kinetic damage for 50 flux, burst 10 shots/second, sustained 2 shots/second, 500 range, for 8 OP IR pulse laser: 50 energy damage for 50 flux, 3.03 shots/second, 500 range, for 5 OP When stacking it up against the IR pulse laser (which is pretty much all I have to use for anti-shield in vanilla): (And if capital ships start with about 1000 armor or higher, then this means that heavy blasters are actually still more flux-efficient than IR pulse lasers even against hull, because of IR pulse laser's low hit strength.) I have no idea if it's affected by energy weapon mastery, but that would be a nice bonus.įor anti-shield, the minipulser looks pretty decent. Against capital ships, my fleet has cobras to blow holes in their armor, and that 1600 DPS is going to delete capital ships very quickly the biggest drawback of heavy blaster is that it's simply too flux-inefficient and capital ships simply have too much hull for me to deal with. When my Aurora is already good at killing smaller ships, this will make it so much better at it. So to me this looks like a heavy blaster but more flux-efficient and does triple damage vs hull, all for 4 extra OP.
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Once the armor is gone, cryoblaster will do its full 1600 DPS, albeit at 400 hit strength, but that's still going to be really good even against capital ships when there's a hole in the armor.

So cryoblaster is actually more flux efficient, against shields and against armor. Heavy blaster is 500 hit strength for 720 flux, while cryoblaster is (essentially) 400 hit strength for 500 flux. Heavy blaster: 500 energy damage for 720 flux, 1 shot/second, 600 range, 12 OPĬryoblaster: 1600 frag damage for 500 flux, 1 shot/second, 600 range, 16 OP In my case, then, the cryoblasters are a pretty compelling replacement for the heavy blasters. But for example, in my vanilla playthrough, my flagship was an Aurora with 7 IR pulse lasers (anti-shield) and 3 heavy blasters. Well I'll have a fuller opinion once I've updated to 0.95a. I assume these weapons are in limited quantities for each playthrough though, right? So it's harder to create fleet builds around them in case that particular playthrough doesn't have the right amounts you wanted. I'm not sure if the others are as compelling as those 3.
#Starsector redacted mod#
Haha that cryoflamer looks similar to certain mod weapons, though I suppose it could have been the other way around, and torches in space is a pretty fun trope (Ilwrath comes to mind).

But that 1600 damage per shot means a hit strength of 1600, so even against armor that's a hit strength of 400. Even when armor is gone and the weapon is directly hitting the hull, the residual 5% armor means that frag weapons are still hitting with 25% of their hit strength. That cryoblaster also looks really good - a big limiting factor for frag weapons is their low hit strength. Initial burst of 3k damage for 3k flux, then occasionally a 1k damage for 1k flux for a sustained 50 dps. That Antimatter SRM Launcher looks pretty good.
