I’ve played through the single player on all difficulties and a few different races, and I’m getting pretty good at wiping out the enemy fleet and keeping 75-95+% of my fleet intact, yet I still have a few lingering questions about the eccentricities of some modules.
Target booster: generally, I only use this on a couple types of cruisers. Usually I relegate the role of missile and torpedo spam to frigates, but sometimes I make a megaton missile spam cruiser or a plasma spam cruiser. I’ve seen in other threads that stacking this thing isn’t really effective, but my question is how effective is this thing for missiles and guided-type weapons? If you’ve got the target painter already, does it help to also load this thing up? Basically right now all I’m using this thing on is the occasional plasma spam design.
Point defense versus guidance scrambler. I like both of these modules, they seem to be quite effective, but I’m still working on how best exactly to employ them. Does the guidance scrambler work versus missiles which are incoming on you when you are painted? This is the key question. I suspect not. It also seems that the point defense is smart enough not to waste shots on missiles which are swerving away due to scrambling. Can anybody confirm this is the case? Point defense seems to shoot down any missiles nearby, not necessarily targeting the ship which has the point defense, which is VERY good, but does anybody know if the guidance scrambler also helps to defend other nearby ships?
Carrier bays: I haven’t really explored making carrier hulls and fleets much, sometimes I’ll just put one of these on a cruiser and hope for the best with the fighters. Has anybody though experimented with finding an effective ratio of carrier bays to fighter squadrons?
Multi-phasic shields: generally what I find works best is 1 reflective shield + 2 fast recharge shield modules. The only thing that seems to bring the shields down with those going is some pretty darn severe concentrated fire or getting too close to a ship with the nasty high ROF short range weapons. Regen rate + resistance does seem to be key, but has anybody found this not to be the case? Am I missing something about these mystical-sounding multi-phasic sheilds?
Armor: I find myself only using cruiser powered armor and sometimes, when I just need to shed a couple points of power to avoid having to buy another power module, cruiser armor III. The other cruiser armor modules seem pretty useless to me. Super-heavy is not only super-heavy, but pretty expensive. What kind of armor combinations are you guys using to get your armor rating?
Advanced armor repair versus nanobots repair modules: it seems to me that the nanobots are better than picking the specifically armor-repairing module. Firstly: the rate is faster, secondly, the nanobots have more supplies. No brainer here? opinions?
Other notes:
All the cruiser crew modules are pretty cool. I like having the droid and zero-G bays, I find myself using them pretty often and kinda of wish the frigate hull class had a similar greater flexibility with crew modules. Ditto on engines - all the various cruiser engine modules are pretty great for fine-tuning an effecient power/crew/speed balance.