Pulse blaster designs in mid game
Posted: Sat May 25, 2013 6:32 am
My beam weapons (of which none is a beam; phasers are beam weapons; should have called them plasma weapons or pea shooter or something else) research state is as follow:
Efficient blasters
Long range lasers
High power blasters
Phaser intensification
In the ship designer, auto upgrading causes any shatterforce laser (which is NOT a laser) or impact assault blaster to be replaced by the pulse beam (the very first and weakest “beam weapon” available).
The design editor hides them if “Only show latest components” is checked, and lets select only pulse and maxos blasters.
I suppose the IA use pulse blasters in their design, which would explain why a 12 ships fleet threw itself at a medium space port of older design (maxos based) to be destroyed without managing to dent its shields.
I don't know what triggered this, as all seemed to work fine earlier: although pulse beam was not hidden in the designer when it should have, the shatterforce used to properly upgrade and show in the list.
Efficient blasters
Long range lasers
High power blasters
Phaser intensification
In the ship designer, auto upgrading causes any shatterforce laser (which is NOT a laser) or impact assault blaster to be replaced by the pulse beam (the very first and weakest “beam weapon” available).
The design editor hides them if “Only show latest components” is checked, and lets select only pulse and maxos blasters.
I suppose the IA use pulse blasters in their design, which would explain why a 12 ships fleet threw itself at a medium space port of older design (maxos based) to be destroyed without managing to dent its shields.
I don't know what triggered this, as all seemed to work fine earlier: although pulse beam was not hidden in the designer when it should have, the shatterforce used to properly upgrade and show in the list.