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Sometimes flotilla invasion gets its own model, depending on play style. That said I put modules that are important for defenders on it like more targeting chance, shield reload and any spare ones become invasion / manpower.Ĭonsidering that, my Protectors use fleet modifiers only and i tend to make two different models: one boosting flotilla speed (called escort) and one focused on flotilla repair, flotilla shield and flotilla invasion. I don't know if this is a visual bug or if it doesn't apply.
OUTLAST 2 TV TROPES MOD
The invasion module's numbers will double (from double slot bonus) while the fleet repair mod stays. compare the numbers shown when you put a fleet repair module and a invasion module on a Coordinator. This composition doesn't really favour neither beams nor kinetics, so modules for these bonuses are not really worth it.Īs an addition I found that it is far more resource effective to put fleet modifiers on Protectors as Coordinators use double resources for single effect. That said, the fleet is more efficient in mid to long range and a bit less in short range while not giving up on missile defense. Most ships focus on mid range with the mix of kinetics and LR beams. The Attack ships only use Missiles to force the enemy to put some defenses on it for them. The problem with those is mostly that only the lane(s) that go close combat from both sides will actually do damage and will not damage any other lane. I tried using Short Range lasers only on very defensive ships and got wrecked.
OUTLAST 2 TV TROPES FULL
I tried full Missiles with Cravers (26 ships, 20 of it attack) against a fleet that turned out to be mostly Kinetic and I got wrecked. Short Range Kinetics in small slots, Short Range Laser in big slots Long Range Beam in big slot, short range Kinetics in small slots Long Range Beam in big slot, Short Range Kinetics in small slots General design tips would be also appreciated.Ģ Long Range Beams : 1 Missiles (or SR Kinetics)Ģ Long Range Beams : 1 Short Range Kinetics
![outlast 2 tv tropes outlast 2 tv tropes](https://static.tvtropes.org/pmwiki/pub/images/miles1_4.jpg)
Is there a point in mixing plasma and beam weapons? I wonder if close combat beam weapons become more useful in late game big battles when the battlefield is crammed with ships? Thus, what's the recommendation with them? I am trying to make beams work, but even when I win I take tons of damage every time. Plasma seems like the "all round damage" weapon, but the game does not provide a way for the AI or the player to quickly close the distance and thus reward a versatile weapon over missiles.īut I am now trying the Vodyani who's heroes favor energy weapons(big energy weapon bonuses). However, the machine gun atleast has a special purpose in providing missile defense(and can be pretty effective at that). The all round weapons (machine gun and plasma) are weaksauce compared to missiles. Ship mobility does not seem to affect combat.
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Close range hardly seems to happen fast enough to be worth it, so beams seem useless. With weapons, it looks like missiles are the most efficient, as you can win before you take damage.
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Looking for any tips on ship design? Particularly when it comes to weapons and defenses?ĭo I balance shields and armor? Are shields useless against projectiles and vice versa? Or could I just stack shields?