Author Topic: Ravenous Shadow  (Read 3467 times)

Offline ZaneWolfe

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Re: Ravenous Shadow
« Reply #15 on: May 03, 2014, 11:56:48 pm »
Also the fact that Plasma Siege module can't target small ships completely screws it over in a lot of situations.

I second that. It REALLY needs to be able to target small ships. It also should have better DPS against its hull bonuses than MISSLES. Really I can't understand that more than anything else. It should be the one thing that has the best DPS against its hull bonuses, but worse against targets it doesn't get a bonus to. Sadly, this is not the case, on top of the fact it can't hit small ships.

Offline Aklyon

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Re: Ravenous Shadow
« Reply #16 on: May 04, 2014, 12:00:08 am »
I've never actually used the champion missile module.
:(
They have excellent range, very good firepower, good fire rate, and you always start with them.  All in all, IMO, one of the top Champion modules.
You lose a shield slot for them though, and the starting human champ has not a ton of those. I tend to just stick with shields, and then by the time i could do pretty good with missiles I could do well with several other things and they're sorta forgotten about.

Offline Toranth

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Re: Ravenous Shadow
« Reply #17 on: May 04, 2014, 12:15:11 am »
I've never actually used the champion missile module.
:(
They have excellent range, very good firepower, good fire rate, and you always start with them.  All in all, IMO, one of the top Champion modules.
You lose a shield slot for them though, and the starting human champ has not a ton of those. I tend to just stick with shields, and then by the time i could do pretty good with missiles I could do well with several other things and they're sorta forgotten about.
The base Frigate health is 15,000,000 HP.  With 2 Mk II Shields, that's another 15,000,000 health for a 100% increase.
Base Frigate damage is around 250,000 DPS (assuming Mk II modules and not applying multipliers).
Switching over to Mk II Missiles gives an increase of 120,000 DPS against everything (+50%) and a huge 600,000 DPS increase (almost 250%) against Starbases.
Because Starbases are the primary target in 6 of the 9 scenarios, Missiles seem a good choice, over more shields.

As an aside, when I was doing some Champion vs H/K testing, I found that designs with more shields actually performed worse than higher damaging designs.  I think it is because the Shield modules for Champions are so weak.  As such, even a Spire BB with all shields only gains about 170,000,000 HP, or three times its base HP.  This probably is the reverse result when using small modules, like Flak, against fleetship hordes, though.

Offline Aklyon

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Re: Ravenous Shadow
« Reply #18 on: May 04, 2014, 12:23:37 am »
I don't have recent testing to to relate it to, but if you're using the champ as a bulwark against swarms of enemies, than yes, having an extra chunk of regenerating health helps if you need to pull it back. Less time spent repairing it or flying it back from HQ to the front.

(Or in the case of our recent MP game, a quartet of spire champs (second size upgrade) with all-shields is a very good way to rush through 5 or 7 systems to nebuladive with everything surviving with at least 1 shield leftover when you decide the hulking mass of threat sitting at your borders and not budging isn't worth picking at anymore for the time being. We refit att the big starbase after we got there.)
« Last Edit: May 04, 2014, 12:28:13 am by Aklyon »

Offline Lancefighter

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Re: Ravenous Shadow
« Reply #19 on: May 04, 2014, 04:47:54 am »
DO people tend to not get mk3 engineers very soon? I cant really understand not having them - teleporting basically insta building everything.. And being cloaked, i can just kinda set them in the middle of nowhere in frd and theyll never die. Mostly.

I wish all engineers had cloaking :(

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