Stardrive 2: Difference between revisions
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* Beam weapons (Those that actually say beam) might look a bit weak at first compared to the cannons, but they do their damage repeatedly as a 5-second beam before recharging. However that also means they suck down that power cost constantly during that beam time so you can't easily carry a lot of them. There's a couple of upgrade techs that specify 'Particle Beam'. They only affect these so only get them if you want to use them. As far as I can tell their only advantage is that they can hit even after missing initially. The damage falloff is HARSH. | * Beam weapons (Those that actually say beam) might look a bit weak at first compared to the cannons, but they do their damage repeatedly as a 5-second beam before recharging. However that also means they suck down that power cost constantly during that beam time so you can't easily carry a lot of them. There's a couple of upgrade techs that specify 'Particle Beam'. They only affect these so only get them if you want to use them. As far as I can tell their only advantage is that they can hit even after missing initially. The damage falloff is HARSH. | ||
* Make sure you have enough energy capacitance for all of the energy weapons to fire. Your designs might be power-positive, but if the weapon needs 500 to shoot and you don't have 500 capacity, it'll never fire. | |||
* To move population around you drag them around the empire management screen. | |||
* If you get a quest from a hero make sure you do it fairly soon. If another hero gives you a quest it apparently overrides the first one. | |||
* Watch out for long periods of pollution on a planet, it can lead to an event that reduces the effectiveness of farming on that planet. | |||
* Yes, there is terraforming tech, but it comes in very late | |||
* I've found that if you want a forward-focused weapon, you can give the mounts on the sides the arc extend without the damage + trait and they'll have 180 degrees of fire. | |||
* Disruptor Cannons are *REALLY GOOD* | |||
* Each race gets 3-4 special techs while the rest of the experimental techs are chosen from a list. You can kinda guess what they are by the icons provided. | |||
[[Category:Games]] | [[Category:Games]] |
Latest revision as of 18:47, 11 March 2018
- Beam weapons (Those that actually say beam) might look a bit weak at first compared to the cannons, but they do their damage repeatedly as a 5-second beam before recharging. However that also means they suck down that power cost constantly during that beam time so you can't easily carry a lot of them. There's a couple of upgrade techs that specify 'Particle Beam'. They only affect these so only get them if you want to use them. As far as I can tell their only advantage is that they can hit even after missing initially. The damage falloff is HARSH.
- Make sure you have enough energy capacitance for all of the energy weapons to fire. Your designs might be power-positive, but if the weapon needs 500 to shoot and you don't have 500 capacity, it'll never fire.
- To move population around you drag them around the empire management screen.
- If you get a quest from a hero make sure you do it fairly soon. If another hero gives you a quest it apparently overrides the first one.
- Watch out for long periods of pollution on a planet, it can lead to an event that reduces the effectiveness of farming on that planet.
- Yes, there is terraforming tech, but it comes in very late
- I've found that if you want a forward-focused weapon, you can give the mounts on the sides the arc extend without the damage + trait and they'll have 180 degrees of fire.
- Disruptor Cannons are *REALLY GOOD*
- Each race gets 3-4 special techs while the rest of the experimental techs are chosen from a list. You can kinda guess what they are by the icons provided.