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Markus Barak

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Anyone notice that even with antimatter power grid is a huge issue on the battleriders when it Comes to even the most basic energy weapons. My ideal outfit on a patrol br is Phasers on the main guns with pulse Phasers on the smalls and I'm using over twice the pg available.
 

Tairneanach

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Anyone notice that even with antimatter power grid is a huge issue on the battleriders when it Comes to even the most basic energy weapons. My ideal outfit on a patrol br is Phasers on the main guns with pulse Phasers on the smalls and I'm using over twice the pg available.

Phasers and pulse phasers are not "the most basic energy weapons", though. They are the top tier beamers (and, admittedly, the only beamers for medium turrets) and top tier lasers, respectively. Basic energy weapons are the ultraviolet laser (and red and green lasers, of course) and green beamer.
 

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I noticed a bit of this with the ... escort and interceptor sections (pretty sure it's those two, got patrol section to work out decently) for the Liir BR too. The sheer number of weapon hardpoints means that if you want to use energy weapons, around half of them have to be UV lasers :\

Forget if I've tried with AM powerplants yet ... but I seem to recall that the extra turrets added with the AM drive seem to effectively counteract the increase in energy output. Could be wrong.
 

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the game discourages overspecialisation with regards to ships (prototype costs are another example of this) so it might be intentional.
 

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This is true, and is why most of the rear weapons on my ships are missiles ... still needs downgraded energy weapons or for me to research ballistics that aren't a crapshoot in order to fit all the front and broadside weapons though. *shrug* I'm happy with my Liir patrol BR anyway.
 

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might be different races, with one of their sections not working. might also be that i don't remember there being a base antimatter engine section for the Liir, so you'd also require the next drive tech?
 

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Strange I've been able to build them so far. Havnt tried since latest patch. AM drive is nice for human cruisers adds and extra large turret. For the BR it adds an additional medium turret.

This matches my experience with the Liir, for the record. Could quite possibly be broken with other races, I have no idea.

Though as anaris pointed out, for the Liir you need Flicker Warp + AM to unlock the 2nd drive system. If you're looking at them and wondering why you can't select the Antimatter drive section for, say, a cruiser, it's because that section is only usable on battlecruisers.
 

Markus Barak

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This matches my experience with the Liir, for the record. Could quite possibly be broken with other races, I have no idea.

Though as anaris pointed out, for the Liir you need Flicker Warp + AM to unlock the 2nd drive system. If you're looking at them and wondering why you can't select the Antimatter drive section for, say, a cruiser, it's because that section is only usable on battlecruisers.

Would make sence the liir uses the flicker drive to move there speed is restricted to how close they are to a gravity well. I imagine they are slowest next to gas giants/suns.
 

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Would make sence the liir uses the flicker drive to move there speed is restricted to how close they are to a gravity well. I imagine they are slowest next to gas giants/suns.

The flicker warp section is an interesting upgrade - there's no increase in tactical speed (and I think no increase in maneuverability either, though I'm not 100% on that), presumably because gravity wells still slow them down to the same speed, so the advantage is the higher energy output, more turrets (+1 heavy, +2 small), and twice as fast on the strategic map. They don't get any faster in combat until you get the curvature compensating one, which I believe is all the same but faster and more maneuverable on the tactical map.
 

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on a tangent, interested to see how the Liir strategic speed is affected by gravity wells; my VERY rough maths seems to suggest there's more than one step of slowdown, rather than the single slow/fast boundary just outside stars from SOTS 1. haven't seriously checked. anyone got any numbers? not sure how to collect them, or how to accurately work it out mathematically.

EDIT: it occurs i'm just assuming that the speed display in the fleet information is wrong, which it might not be; no way to measure distance, though.