![]() That lets one carefully manage which guns are firing when you can pulse your autocannons on and off to punish clowns why to raise shields as soon as your kinetics go quiet. In retrospect when I get one in my current playthrough now that we have more weapon groups to work with, I might break it down by broadside as well, one group for the three HAGs and two for the autocannons on left and right. I set my guns to groups by class - autocannons on one, HAGs on the other. The challenge with any combat in Starsector is flux management, but especially so for this Onslaught, because despite being flux-efficient the DPS is so high that it can max out the flux bar fairly quickly, leaving you unable to raise shields if some bombers dump a scad of torpedoes in your direction. Even without considering built-in hullmods (referred to as "s-mods" now since you use story points to add them) the Onslaught really kicks ass now. ![]() It had one nerf more reasonable arcs for the side-facing large ballistic turrets, but that is completely negated by the reduction of the Heavy Armor hullmod's agility bonus from its previous 25% to a mere 10%, and the hullmod's armor bonus was increased as well. The pulse cannons got a flux efficiency boost, which really helps since the Onslaught likes to burn-drive in and dump those into a big target for an initial burst of damage for low flux cost. The biggest upgrade was getting Heavy Ballistics integration, which REALLY helped the Onslaught as it's a hull that works best with a particular hullmod package and was a bit OP starved to start with. It was good before, but now it's great, the equal of any high-tech ship. And that's all true of the Onslaught before the latest update dropped, too, which gave it direct and indirect buffs which, in fairness, it did deserve.
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