Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Wed Dec 11, 2013 8:45 am
S'up sleepy. Gonna comment on something here.
1-shot 1-damage lasers. I've been playing CE both with and without sMPK, and I've gotta say something.
In CE, the Auto-Lasers MkI and MkII have 6s and 4s cooldowns. They're not bad, but they're only good to when supported by other weapons (and in the case of the MkII, its monstruous power requirement doesn't make it very worth it).
sMPK acknowledges this and reduces their cooldowns to 4s and 3s. What does this mean? It means that, with a green-level gunner, two Auto Lasers MkI are just, juuuuuuust enough to sneak a shot past two shield bubbles every two volleys, provided you hit all four times. Unless the enemy has repair drones or a great crew, they shouldn't be able to repair that one damage in less than those two volleys.
If you have a yellow-level gunner, you can do it even if the enemy is manning shields.
Moreover, it's not two bubbles alone: you can technically get past any amount of shields with enough time, as long as you don't miss. A neat option against stations and satellites.
Auto Lasers MkII can do it faster and more reliably (can afford to miss some shot in the process), which makes the their power demand have a payoff.
So yeah, you should consider changing Auto Lasers' cooldowns to those in sMPK. If you're not sure, use sMPK along with its modified CE-sMPK alternative starting ships' setup and pick the Red Tail, which is now armed with only two Auto Lasers MkI. It's a lot of fun.
This would bring me to another point though: Defense Lasers.
If you buff Auto-Lasers' to those of sMPK, then you have more room to play with Defense Lasers. Currently, there's the Old Laser and the Defense Laser MkI, both at 10s, and the Defense Laser MkII, at 8s (correct me if I'm wrong).
You could leave the Old Laser at 10s and bring the DLmkI to 8s, and the DLmkII to 6s. Now that would be interesting, wouldn't it? If you don't want 1-power lasers that low though, you could instead drop the DLmkII to 7s and the DLmkI to 8 or 9 seconds. I don't think there's any weapon at 7s too, which means it has the potential to synch with any other weapon every few volleys.
1-shot 1-damage lasers. I've been playing CE both with and without sMPK, and I've gotta say something.
In CE, the Auto-Lasers MkI and MkII have 6s and 4s cooldowns. They're not bad, but they're only good to when supported by other weapons (and in the case of the MkII, its monstruous power requirement doesn't make it very worth it).
sMPK acknowledges this and reduces their cooldowns to 4s and 3s. What does this mean? It means that, with a green-level gunner, two Auto Lasers MkI are just, juuuuuuust enough to sneak a shot past two shield bubbles every two volleys, provided you hit all four times. Unless the enemy has repair drones or a great crew, they shouldn't be able to repair that one damage in less than those two volleys.
If you have a yellow-level gunner, you can do it even if the enemy is manning shields.
Moreover, it's not two bubbles alone: you can technically get past any amount of shields with enough time, as long as you don't miss. A neat option against stations and satellites.
Auto Lasers MkII can do it faster and more reliably (can afford to miss some shot in the process), which makes the their power demand have a payoff.
So yeah, you should consider changing Auto Lasers' cooldowns to those in sMPK. If you're not sure, use sMPK along with its modified CE-sMPK alternative starting ships' setup and pick the Red Tail, which is now armed with only two Auto Lasers MkI. It's a lot of fun.
This would bring me to another point though: Defense Lasers.
If you buff Auto-Lasers' to those of sMPK, then you have more room to play with Defense Lasers. Currently, there's the Old Laser and the Defense Laser MkI, both at 10s, and the Defense Laser MkII, at 8s (correct me if I'm wrong).
You could leave the Old Laser at 10s and bring the DLmkI to 8s, and the DLmkII to 6s. Now that would be interesting, wouldn't it? If you don't want 1-power lasers that low though, you could instead drop the DLmkII to 7s and the DLmkI to 8 or 9 seconds. I don't think there's any weapon at 7s too, which means it has the potential to synch with any other weapon every few volleys.