Ftl Weapons Tier List

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Welcome to our PlayerUnknown’s Battlegrounds Best Weapons Tier List. You can view the TOP 3 Best Guns in PUBG for each weapon type, like Snipers, Assault Rifles, and even Shotguns.

Hello, I've always been curious to see in the rawest of forms which starter weapon was truly best, as it is clear missile weaponry is the red-headed step child of the game. But with that said how do the others stack to it, truly?With this in mind I created a tiny galaxy, one AI - swiftly 'conquered' it using console commands and set out to test. 15 corvettes, no add-ons versus the tier one laser, kinetic, or missile weaponry.

No admirals, no fleet academy, nor did I use any modifier to increase fire-rate or anything else. Below are the results of my tests, each fleet is represented by the starting letter of their weaponry. In lamens terms, (M)issles, (L)asers, (K)inetic. Below each letter is a number, it represents how many ships of the original 15 remained alive after the fight.First 3 rounds were Missiles (M) versus Lasers (L)M - L8 - 0M - L7 - 0M - L8 - 0Second, Kinetic weaponry versus MissilesK - M7 - 0K - M5 - 0K - M6 - 0And lastly, Lasers versus Kinetic weapons.

As above, (L) will be Lasers, (K) will once more be kinetics.L - K0 - 10L - K0 - 10L - K0 - 9Conclusion:My initial expectations was that missiles would be out-performed by both kinetic, and lasers. However to my dismay, lasers - the most sci-fi of the starting weaponry, has instead proven to be the most pathetic weaponry in the game, if I could instead choose a single blade of grass to equip my fleets with I would because I could then lose while laughing.

As expected and as is probably well known to anyone who pays attention during fleet to fleet combat, Kinetic weaponry is - by a respectable margin, the best performing weapon. However, the aim isn't for ANY of the starter weapons to be better than the other in my opinion.

Each of the three should be viable choices, and not a handicap unwittingly self applied. With that being said, I believe missiles and lasers suffer from the same deficiency in that they fire incredibly slow. While a kinetic equipped ship can continuously pound you without delay, a laser seemingly has a cool down between shots, and a missile has travel time before it reaches your ship. Lasers would be better served with an increase to fire rates, and missiles would be better if they traveled a tad faster.

As it stands it is as if missiles were 'launched' by a crew member of your ship sticking his head out the window and throwing it at his target, surely a weapon that is quite literally an explosive mounted on a thruster would travel quicker, while laser weaponry seems to forget it's in a battle and not playing with a fattened cat.I do believe the updates coming to missiles is a fantastic start, having them re-target a different ship when the one they were going towards is destroyed before their pay-load is delivered is brilliant yet oddly. An obvious answer. With Capek not having a release date to my knowledge I believe it is within reason for these things to be addressed within it, surely it is a matter of changing numbers in a text file? I plead ignorance there.I'm curious to see what anyone else thinks would better balance the 3 starting weapons because surely they should all be on par with each other, and no single one should out perform the other. I do believe the updates coming to missiles is a fantastic start, having them re-target a different ship when the one they were going towards is destroyed before their pay-load is delivered is brilliant yet oddly. An obvious answer. With Capek not having a release date to my knowledge I believe it is within reason for these things to be addressed within it, surely it is a matter of changing numbers in a text file?

I plead ignorance there.I'm curious to see what anyone else thinks would better balance the 3 starting weapons because surely they should all be on par with each other, and no single one should out perform the other. Click to expand.Sadly, finding the proper balance while remaining different is a tricky proposition.

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Lasers especially suffer since their strength is melting straight through armor, which corvettes have a whopping 2% naked. Compare that to kinetics: besides being stronger, their schtick is shield damage, something that appears far quicker and is far more impactful early. I suspect that missiles will go neck-to-neck with kinetics thanks to retargeting, if not beat them before shields appear.If any of the combat reworks the devs have been hinting at are in production, I'm doubting we will see any large balance passes to the current system. The idea they have of turning armor into a third HP bar under shields and making hull damage affect ship performance should help lasers a lot, since their armor penetration would actually be useful even against corvettes. Sadly, finding the proper balance while remaining different is a tricky proposition. Lasers especially suffer since their strength is melting straight through armor, which corvettes have a whopping 2% naked. Compare that to kinetics: besides being stronger, their schtick is shield damage, something that appears far quicker and is far more impactful early.

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I suspect that missiles will go neck-to-neck with kinetics thanks to retargeting, if not beat them before shields appear.If any of the combat reworks the devs have been hinting at are in production, I'm doubting we will see any large balance passes to the current system. The idea they have of turning armor into a third HP bar under shields and making hull damage affect ship performance should help lasers a lot, since their armor penetration would actually be useful even against corvettes. I'm not surprised by these results. I've reproduced them myself. As fleet size increases, it further skews in favour of kinetics and away from missiles.Wiz said he had rebalanced starting weapons to make it so that mass drivers weren't the best choice in every situation.Lasers have poor base damage. I think accuracy/tracking is supposed to make up for this. Unfortunately it does not.They also have decent armour penetration, which is good against spaceports, which are heavily armoured in the early game.

Sadly their poor base damage does not let lasers perform an effective role as anti-armour weapons.Personally I don't think plasma is that big a deal - the problem is that shields aren't as big a defence compared to the combination of health pool and armour. I'm hoping that plasma is still a valid anti-armour weapon and hasn't been nerfed to uselessness. Missiles are good at the very start, but get worse as time drags on and both the number and type of ships increase in size.They deal absurd overkill on targets, because ships tend to focus fire and you will lose multiple missiles on dead enemies PER ship, and because they have huge range they will deal the least damage early, only dealing reasonable damage at point blank, which because they are long range they don't rush into. Add in the fact that missiles target priority is corvettes, meaning when given any amount of targets they will always focus fire on the ships with no health, and make sure to overkill each of them 10 times over. Overkilling a battleship before it gets into firing range by 1k damage isn't terrible, overkilling corvettes by 1k damage while ignoring everything else is suicidal.Lasers are better against larger armor reliant targets, laser corvettes will massively outperform kinetics against cruisers and battleships, making them the better option later, if plasma wasn't better at exactly that. They are very good because they will focus fire ships that lose their shields, rapidly taking enemies out of the fight.Kinetics have one huge disadvantage in that they tend to split their fire against shields, meaning they don't deal with large numbers of ships with high shield regeneration, shielded corvette swarms are actually rather substantial against kinetic reliant fleets. Kinetic corvettes with shields against laser corvettes with shields tend to do worse because they don't start killing ships until the whole group's shields are down while the laser corvettes tend to focus ships down early in the fight, reducing the offense and regeneration abilities quickly.

Kintics still tend to win, but by a lesser margin. Click to expand.I would say it depends on the spaceports weapons, having a kinetic-weapon spaceport makes it's fleet power 1.4k, 51 laser corvettes have little issue dealing with this - 51 corvettes is just over 1.4k fleet power (while using lasers), they lose enough ships to go down a few hundred fleet power but they win.Interestingly, if you put a spaceport with lasers versus a fleet of corvettes with kinetic weapons of equal fleet power - 990, the spaceport does considerable damage to the kinetic fleet.

Reducing it from 900 fleet power to 500 before being destroyed. A Missile fleet of corvettes of equal fleet power to a laser spaceport performed surprisingly well, only losing 200 fleet power and destroying the spaceport the fastest of them all.A more interesting result occurs when a missile spaceport faces a fleet of equal fleet power kinetic ships.

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The spaceport nearly won, and I believe firmly if the missiles re-targeted after initial target's death the spaceport would have won. The kinetic fleet started with 1.1k - equal to the port, and was reduced to 300 fleet power. 36 corvettes reduced to 11. I would say it depends on the spaceports weapons, having a kinetic-weapon spaceport makes it's fleet power 1.4k, 51 laser corvettes have little issue dealing with this - 51 corvettes is just over 1.4k fleet power (while using lasers), they lose enough ships to go down a few hundred fleet power but they win.Interestingly, if you put a spaceport with lasers versus a fleet of corvettes with kinetic weapons of equal fleet power - 990, the spaceport does considerable damage to the kinetic fleet.

Reducing it from 900 fleet power to 500 before being destroyed. A Missile fleet of corvettes of equal fleet power to a laser spaceport performed surprisingly well, only losing 200 fleet power and destroying the spaceport the fastest of them all.A more interesting result occurs when a missile spaceport faces a fleet of equal fleet power kinetic ships. The spaceport nearly won, and I believe firmly if the missiles re-targeted after initial target's death the spaceport would have won. The kinetic fleet started with 1.1k - equal to the port, and was reduced to 300 fleet power.

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36 corvettes reduced to 11. Click to expand.Missiles do auto despawn when the launching ship dies. You can easily see it when the last ship in a fight is killed, all missiles immediately die.

Noticably, this is not happening because the battle ended because if the missile fleet uses emergency FTL, ending the battle, any missiles remaining in flight will proceed to their targets and cause damage.This is why you take more damage if you use flak against most missile armed opponents than if you don't, because you reduce incoming damage more by killing the launchers faster.