Working on an experiment with a slow Asp Scout. How to make it more viable in combat? PvE combat. Did Dirty Drives 5 and Drag drives obviously as the first thing.
Everything else seems faster, cannot control the engagement range.
Had the idea to slow down the enemy with drag munitions on a small frag cannon, and put corrosive on the second one. Initiate combat with the frags, to keep the target sluggish, and just intermittently pop them to offset the speed advantage.
Is the drag effect big enough to be worthwhile?
Do drag munitions work through shields?
Would just one or two pellets from the cannon apply the drag effect? Or do we need all? Or some?
How long does the drag effect last?
Would seeker missiles be better than the frags for this purpose?
Main guns are 2 efficient burst lasers. They work fine with a class 4 power distributor even unengineered.
One has scramble spectrum legacy roll, which is good, keeping it.
What would be a good choice experimental for the other gun?
Everything else seems faster, cannot control the engagement range.
Had the idea to slow down the enemy with drag munitions on a small frag cannon, and put corrosive on the second one. Initiate combat with the frags, to keep the target sluggish, and just intermittently pop them to offset the speed advantage.
Is the drag effect big enough to be worthwhile?
Do drag munitions work through shields?
Would just one or two pellets from the cannon apply the drag effect? Or do we need all? Or some?
How long does the drag effect last?
Would seeker missiles be better than the frags for this purpose?
Main guns are 2 efficient burst lasers. They work fine with a class 4 power distributor even unengineered.
One has scramble spectrum legacy roll, which is good, keeping it.
What would be a good choice experimental for the other gun?