![]() ![]() Try to kite the opponent with superior speed & long range weapons. High Tech ships tend to have a bluish hue, high speed, mostly energy weapons, low armor & hull and above average to great shields The enemy decide whether to fight you but you decide who wins that battle. Low Tech also has excellent access to ballistic weapons, particularly ballistic kinetic, which tends to be flux efficient. They do have a significant advantage dictating whether the enemy must back off due to a flux advantage from being able to drop shields & armour tank. Low Tech style ships are generally too slow to dictate whether they are engaged or not. The Lasher & Machine Guns combination are commonly available and the "Safety Overrides" skill is known from the start. Stay very close to the opponent, use its Accelerated Ammo Feeder ship system with (F) to increase firepower dramatically. A common early build is Safety Overrides with Light Machine Gun, although very short range. The Lasher is a stereotypical Low Tech ship. Try to stay engaged in combat, dropping your shields when flux is high. Low Tech ships are able to get away with dropping shields mid-combat or even venting while in combat. They use mostly ballistic weapons, are slow and have average to bad shields. Low Tech ships tend to have a reddish hue, high armor & hull. Ships using Safety Overrides can be distinguished in combat by their distinctively different engine colors, which take on a harsh white glow. The massive boost to flux dissipation can enable High Tech ships to cycle a brutal rate of damage. The massive speed boost can enable Low Tech ships to catch up to practically everything. Safety Overrides needs special attention as it can drastically alter a ship from the norms of its tech. A Ship's tech being low or high, does not affect whatever or not the ships themselves are good or not. They all use the same mechanics but have differences in stats or specific ship features that offer incentives to be used in different ways. Starsector features different ship tech that generally operate differently from one another. However you could use some of those caps instead for hullmods to give a boost to your ships stats. However this is reversed for phase ships where you should always max out yourĬapacitors first then your venting systems. ![]() A general rule is to max out venting first then capacitors. Your weapon flux generally shouldn't go beyond double your ship's flux dissipation.Īfter putting guns on your ship, you will usually have leftover OP for capacitors and venting. Make sure your guns don't cost too much in flux so your ship can have room to use their shields and take hits without the weapons using up all their flux. Note that "Point Defense" weapons need not be considered in this process. You generally want your guns to have a small as possible range gap. It's not a good idea to have a ship whose main guns have long range but the rest of its weapons are very short range. Make sure your guns range are either the same range, or have a small gap. Here are some tips when it comes to making your own modifications: You should eventually learn to fit ships on your own and not rely on autofitting every ship. However it should be noted that autofit makes some very questionable decisions when it comes to certain ships. Once you get a feel for it try modifying. Often when you get ships they come with no weapons and without some experience, setting them up yourself does not end well so a good idea is to press the autofit button on the refit screen, pick a style and try that. Other notes Autofit/Fitting Together Ships ![]()
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