The main use of heavy weapons is in large engagements on slow ships, where you want to be able to focus your fire. Beam weapons lack the main capability of missiles - unlimited range! - that allows this. And without heavy mounts, it can be hard to keep big ships in range of the main target. Having f...
I've found dedicated point defence is certainly viable against missile spam. Interceptors are also helpful against it. The heavier beam mounts are not a ton more damage - the range is the main difference.
I do not mind the lack of direct interaction in battles. The idea is that ship design and flotilla layout is how you interact. I actually like this a lot for streamlining large battles. In practice , fleet design and flotilla layout is often immaterial, particularly since the AI puts up a fight. But...
In this steam discussion: https://steamcommunity.com/app/464880/discussions/0/2270321250017110249/ The implication is that turbolasers are supposed to have a shield-piercing attribute. But I've done a lot of testing, and I can't find any evidence of this. Is this a bug, or is the description for tur...
PrivateHudson wrote:Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced.
Probably - but it would be good if it were easier to disable engines in that case. Leech missiles I think are the only thing that does?
I wonder if ships larger than heavy cruiser should require more infrastructure to build. If Battlecruisers etc. needed 3 or 4 construction modules instead of 2, you'd be much more limited on where you could build them. That might make fleets a bit more 'natural' looking (mostly heavy cruisers) until...