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Starsector — 4 Astrals Kill 3200 DP of Remnants скачать в хорошем качестве

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Starsector — 4 Astrals Kill 3200 DP of Remnants
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Starsector — 4 Astrals Kill 3200 DP of Remnants

After I solved fighter-bomber combinations in my previous legion XIV video, I went into astrals expecting it to be pretty easy. The problem was that it was. With me initially going 5 astrals, I almost won on my first attempt with 2 pseudoparticle jets + voidblaster. This was when I realised I was going need to handicap myself to 4 to find the best fit for this machine. Unfortunately, that is a decision I lk regret. I spent the rest of the week trying many combinations with little differentiation in both loadout and results. I even remembered that thunderhead existed, but it didn't work out. Unfortunately, there simply arent that many things to pick from that are good for medium energies. Here is a list of combinations that I ultimately dropped: 2x pseudo+void, pseudo+void+thunderhead, 2x kinetic + void, pseudo + kinetic + mining blaster (+ iral), pseudo+void+iral. What I didnt try was putting 2 hungering rifts on 2 ships as they heavily want eccm, though I did on one ship with 2 rifts + KB without eccm. Pseudoparticle jet is highkey terrible. I kept it in the fit because I expected it to do better against caps, because they had more shields and were 'slower', letting pseudo's slow projectile speed but high dps actually have some effect. If you look at the DCR for this fight, this is not the case. Talking about DCR, pseudoparticle jet was initially doing half its expected damage in testing, and this was not a DCR issue, despite it being funky with the new stuff. This was because pseudoparticle jet's rapid fire rate gets nerfed to half its expected ROF at 3x speedup due to frame rate issues (not hitting the 20shots/sec fire cap as I was initially led to believe). At 2x, this gets nerfed to 3/4th of its expected DPS. This weapon also has the lowest damage against armor/hull in the whole game, to the point it even gets noticibly whacked by residual armor. Oh right, the targeting leading calculation for this weapon also needs some work, as I noticed that it loves to 'over'-aim past frigates and destroyers moving sideways (incorrectly predicting that they go too far). There should be an example in the video. Maybe it's better on faster ships. I wonder if it stops shooting before kinetic blaster when opponents are backing away due to knowing its projectile speed. With that in mind, while running 2x pseudo, an eureka moment was realising that this ship was broadsideable. If the ship tilts a little, it can actually aim 4 mediums at the enemy. I even tried to make it completely broadside, but the AI only turns itself to a point. With iral, I was able to get some much needed hull DPS, before realising pseudo was shit and replacing one with kinetic blaster. Voidblaster slightly? outperformed mining blaster consistently?, so I stuck with it. Heavy blaster and pulse laser didn't work with fits. Went with a gladius in 3/4 ships, because they did substantially more armor damage against frigates in an earlier run. With this round's information, I would not run them, but replace a jet with blaster. (lol blaster outperforms jet completely against frigates+destroyers). Here is the fit I would call best, given the information I obtained in this run. https://ibb.co/8LWGb58B I also tried rift lightnings, but I realised those had less range than they were supposed to. Turns out their description is missing a PD tag despite being a PD weapon in game files, so it only got a 60% range boost instead of 200. Gravitrons were considered but fell short of testing. Threat launchers were initially tested but quickly discarded due to fragment swarm's OP cost. Thunderheads were tested and tried, but just didnt do satisfactory damage. Not sure why, maybe its just pseudoparticle jet being bad, despite it supposedly being able to fulltrigger it. Regarding combat, I utilised shades as kiting tools so that my astrals were not overwhelmed and could regenerate fighter Replacement Rate. I think I could have abused this mechanic even harder and kited longer with more ships, but maybe I'm not an abuser at heart. There does exist an issue where you kite for too long (but not long enough), and your ships get swarmed by enemies instead of the usual trickle of replacements before they fully recover. Shades are simply the best kites. "I think they are the fastest ship in the game", is what I WOULD say if in one game a nova didn't ram into my astral at 500 SU and knock it light years from the rest of my fleet. I also used two methods to regenerate hull, one where i performed an empty deployment and used a SP to recover hull (and CR), which I perhaps could have performed even better if I transferred flagship command beforehand. The second method was just me switching command to a ship with damaged hull, as I have the elite combat endurance skill.

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