Starsector 0 96a RC9 - Basic Astral

Поделиться
HTML-код
  • Опубликовано: 31 дек 2024

Комментарии • 6

  • @thedeadwookie25
    @thedeadwookie25 Год назад +1

    Loving that fighter set up very clean

  • @huntermad5668
    @huntermad5668 Год назад +3

    The Flashes are kinda useless. Dumping the charge long way away...

    • @friendlyroughai3319
      @friendlyroughai3319  Год назад +9

      they not, flash work as saturated bomber which overwhelm enemy pd with numerous amount of PCL and made the second and third wave bomber able to deliver their playload safely.

    • @ThinBear4
      @ThinBear4 Год назад +2

      Dude, Flash is literally the best bomber in the game. It's like Piranha, except not crap.
      There's few things in the game which can survive a swarm of so many prox bombs being hurled their way. As a bonus, they instantly kill missiles and mines, and wipe enemy fighters in one go.
      Consider the damage potential. Trident wing has 2 bombers and each launches 4 torpedoes. That's 4000 HE damage, assuming the torps aren't shot down by PD.
      Flash wing has 4 bombers, and each drops 6 prox bombs, 500 HE damage each. That's *12000 HE damage total* per wing. And all that damage is more difficult to stop with PD.

    • @Aereto
      @Aereto Год назад

      Flash saturation with at least one dropping PD Flares would really mess up a ship too slow to avoid and lack the counter-saturation PD to clean up.
      These are also devastating against any carrier since unlike Piranha Bombs, Proximity Mine Charges have a better shot at hitting even a skimless frigate with a blast radius that makes an effective area of denial for fighters and missiles alike.
      They don't cost crew, but expanded deck crew is really needed to better manage replenishment rates. Those take time to refill.

  • @MisterG_Gaming
    @MisterG_Gaming Год назад

    15k flux, outch
    Did you try to swap your 14 vents for capacitors?
    Fun preview btw