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XPiratez / Re: The Scarab?
« on: November 05, 2024, 09:19:24 pm »
The biggest question is what's the use of the Bomber necroplsne thingy when you cant even use it to obliterate mission sites or enemy hideouts. It has no speed, and its internal bay slot means nothing by the time you can stick cool things in it. Is it literally only meant to assault mobile fortresses early game?
I guess you can stick it in front of an H-K with an escort to guard it... heh... if you can even get it in that path in time. Not my type of tactic.
And that's ALL it can do... for taking up a Hangar somewhere.
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I pretty much go Snake + Scorpion all the way and don't bother with the Scarab anymore, the main issue is no real good heavy weapons, id like a double barrel fifty millimeter or maybe a double thirty or deuce gauss or some other repackaged light weapons that shoot faster and have more ammo. Heavy slot should be at least 2 times as effective as a Light slot.
The Snake's shields blow the scarab out of the water, and I get a missile if I need it. I often even use Snake to lead into a fight with my Codex ship so it can take some hits first then go to standoff while Metallo raeps with dual gauss and maybe a quadcannon to chip enemy shields. Hardly ever need to do repairs.
The problem is heavy weapon slot is basically just 1.25-1.50x whatever a light weapon slot is or maybe it really only gives higher max end damage due to ammo. Because heavy slot accuracy sux, that's why. The heavy rockets are ok but you only get six of them. Upkeeping heavy rockets is such a pain because the chemicals take up huge storage space. The naval gun takes a long time to get. Its accuracy sux too.
I guess divebomb technology makes it worth it but its still the same performance just longer staying power, hardly ever run out of dv's in a battle unless they're heavy dv's.
Scarab long refuel rate is a problem too.
And I could care less about its dmg% bonus, I don't care about damage bonuses unless they're well over +50%.
Maybe if you dogpile with 4 Scarabs on a ship going at slow speed they can spam low accuracy damage. But id rather dogpile with 4 Snakes and cycle them out when their shields fade. And those have a heavy weapon too.
I guess you can stick it in front of an H-K with an escort to guard it... heh... if you can even get it in that path in time. Not my type of tactic.
And that's ALL it can do... for taking up a Hangar somewhere.
============
I pretty much go Snake + Scorpion all the way and don't bother with the Scarab anymore, the main issue is no real good heavy weapons, id like a double barrel fifty millimeter or maybe a double thirty or deuce gauss or some other repackaged light weapons that shoot faster and have more ammo. Heavy slot should be at least 2 times as effective as a Light slot.
The Snake's shields blow the scarab out of the water, and I get a missile if I need it. I often even use Snake to lead into a fight with my Codex ship so it can take some hits first then go to standoff while Metallo raeps with dual gauss and maybe a quadcannon to chip enemy shields. Hardly ever need to do repairs.
The problem is heavy weapon slot is basically just 1.25-1.50x whatever a light weapon slot is or maybe it really only gives higher max end damage due to ammo. Because heavy slot accuracy sux, that's why. The heavy rockets are ok but you only get six of them. Upkeeping heavy rockets is such a pain because the chemicals take up huge storage space. The naval gun takes a long time to get. Its accuracy sux too.
I guess divebomb technology makes it worth it but its still the same performance just longer staying power, hardly ever run out of dv's in a battle unless they're heavy dv's.
Scarab long refuel rate is a problem too.
And I could care less about its dmg% bonus, I don't care about damage bonuses unless they're well over +50%.
Maybe if you dogpile with 4 Scarabs on a ship going at slow speed they can spam low accuracy damage. But id rather dogpile with 4 Snakes and cycle them out when their shields fade. And those have a heavy weapon too.