Post by Zensi on Sept 14, 2018 19:52:01 GMT
The modules have finally became useful, since they can be replenished with only a small expenditure of resources. It isn't as before, that every barrier or mine had to be crafted over and over again, if it was a key component of your defense.
So what are these good for? Mines and barriers seem to be most useful against boarders. While sprinklers are mainly to help against fire weapons.
Mines
Mines are the most obvious ones, they explode when boarders walk into the room. However, these have a delay. So if the boarder just crosses that room (if it is a buffer or an inactive room), chances are that the mine will detonate in an empty room. So you want mines either in a room that boarders will want to destroy or have to wait for the lift.
Also, remember that mines will hurt or kill your own crew. So you have to place them in empty rooms, where the boarder will be the only getting hurt. The advantage of mines is that you can have your crew go in for the kill, after the boarders are half dead.
Barriers
These really aren't too useful against weapons. The reason is that it delays damage to the room for a little bit. However, your crew will not walk in to repair the damage. The barrier has to be destroyed before the room starts to get hit. So it only delays the damage, but doesn't give you a chance to fix it before. You might gain a few moments extra before the room is destroy. If the battle is close, it might make a difference. When it is really worth it, is when you don't want the room charge to be depleted before you had a chance to use it. So if you want to have your TLP, shield, or a room with a long reload hold the charge even under fire to be able to be used.
Unlike ship's weapons, barriers work great against boarders. Just as with weapons, it delays the destruction of the room. Unlike weapons, you have a chance to do something. If your guards have a friendly room has enemy (p3), it give you a chance to attack them before they even destroyed the barrier. Great for rooms like tlp, shield or any other that boarders rush to destroy. It also reduces the utility of dismantlers, since they probably don't have the UD to take down the barrier and room with their power.
Sprinklers
We know these for a while, and their use is to suppress fire. If your opponent uses scarlets, firehawks, firewalkers, etc., you need sprinklers. Your crew can put out fires, however they take longer, and gives them a chance to fire at a destroyed room. These reduce the time the fire last by a fixed amount (50–80 ticks), thereby allowing your crew to repair the room faster, and prevent hull damage. The bigger the sprinkler the better, however, one pneumatic sprinkler isn't better than two water sprinklers (80 vs 100). If you have a room that is targeted a lot by fire (many weapons do), add 2 sprinklers.
This brings us to the last point. Should you combine modules in a room? Yes, indubitably, and this depends on the modules. If you have sand bags, two would give you 4 HP. If instead you have a concrete barrier, maybe you can use something else. If you put it in a reactor, maybe add mines, or if the boarders are too strong for your crew, fill the room with mines.
If you are considering putting modules in your TLP, you might not want mines since it would either kill your crew or reduce their effectivity. So maybe a good barrier and sprinklers. As for the shields, depends how you have your ship. If you can have guards nearby, you could try a barrier and mines. However, this would leave you vulnerable to fire. So you need to adapt the use of modules to your playing style and ship.
So what are these good for? Mines and barriers seem to be most useful against boarders. While sprinklers are mainly to help against fire weapons.
Mines
Mines are the most obvious ones, they explode when boarders walk into the room. However, these have a delay. So if the boarder just crosses that room (if it is a buffer or an inactive room), chances are that the mine will detonate in an empty room. So you want mines either in a room that boarders will want to destroy or have to wait for the lift.
Also, remember that mines will hurt or kill your own crew. So you have to place them in empty rooms, where the boarder will be the only getting hurt. The advantage of mines is that you can have your crew go in for the kill, after the boarders are half dead.
Barriers
These really aren't too useful against weapons. The reason is that it delays damage to the room for a little bit. However, your crew will not walk in to repair the damage. The barrier has to be destroyed before the room starts to get hit. So it only delays the damage, but doesn't give you a chance to fix it before. You might gain a few moments extra before the room is destroy. If the battle is close, it might make a difference. When it is really worth it, is when you don't want the room charge to be depleted before you had a chance to use it. So if you want to have your TLP, shield, or a room with a long reload hold the charge even under fire to be able to be used.
Unlike ship's weapons, barriers work great against boarders. Just as with weapons, it delays the destruction of the room. Unlike weapons, you have a chance to do something. If your guards have a friendly room has enemy (p3), it give you a chance to attack them before they even destroyed the barrier. Great for rooms like tlp, shield or any other that boarders rush to destroy. It also reduces the utility of dismantlers, since they probably don't have the UD to take down the barrier and room with their power.
Sprinklers
We know these for a while, and their use is to suppress fire. If your opponent uses scarlets, firehawks, firewalkers, etc., you need sprinklers. Your crew can put out fires, however they take longer, and gives them a chance to fire at a destroyed room. These reduce the time the fire last by a fixed amount (50–80 ticks), thereby allowing your crew to repair the room faster, and prevent hull damage. The bigger the sprinkler the better, however, one pneumatic sprinkler isn't better than two water sprinklers (80 vs 100). If you have a room that is targeted a lot by fire (many weapons do), add 2 sprinklers.
This brings us to the last point. Should you combine modules in a room? Yes, indubitably, and this depends on the modules. If you have sand bags, two would give you 4 HP. If instead you have a concrete barrier, maybe you can use something else. If you put it in a reactor, maybe add mines, or if the boarders are too strong for your crew, fill the room with mines.
If you are considering putting modules in your TLP, you might not want mines since it would either kill your crew or reduce their effectivity. So maybe a good barrier and sprinklers. As for the shields, depends how you have your ship. If you can have guards nearby, you could try a barrier and mines. However, this would leave you vulnerable to fire. So you need to adapt the use of modules to your playing style and ship.