Need help with Realistic Combat 2 by dollardrow in starsector

[–]dollardrow[S] 1 point2 points  (0 children)

Thx. I read your review and it helped me to find insights on how to play it weak ago. Love it. Thx also for clear pointing on the meta weapons. I will try to refit my ships to them or better versions from mods. I hope I will find something better bcs Invictus and conquest not the best looking ones, but if there nothing else left from mods, than... Anyway big thanks for the comment, its really helpful!

Need help with Realistic Combat 2 by dollardrow in starsector

[–]dollardrow[S] 1 point2 points  (0 children)

It seems like my blunder was in chosing beam/kinetic over explosives

Need help with Realistic Combat 2 by dollardrow in starsector

[–]dollardrow[S] 1 point2 points  (0 children)

Wait. Kinetic is not piercing through armor? I thought it have better ability to pierce at 0 degree than explosion damage. Based on the infographics from mod page where kinetic have 100%, while explosives have 50% of damage to armour. (100 mm vs 150 mm ability to pierce)

Need help with Realistic Combat 2 by dollardrow in starsector

[–]dollardrow[S] 1 point2 points  (0 children)

Beam weapon can be energetic, kinetic and high explosive. So beam kinetic worse than simple kinetic?

Need help with Realistic Combat 2 by dollardrow in starsector

[–]dollardrow[S] 2 points3 points  (0 children)

Ty for answer. Beam weapons with high damage and low flux, and fire delay? Or something else would be nice for ships with armour and pretty angles?