

That said, a powerful one can easily rip through the innards of a ship ripped open by heavier weaponry, and/or melt smaller support ships space dust. Very much a weapon for support ships as it cannot easily get through armor, has a limited firing arc and requires a fair amount of energy if on a flagship. Overall a good weapon to have on hand although its needing to face the enemy can be a weakness on carriers. It is very good at hammering away the armor on flagships (as they are large and rather hard to miss) but is also very adept at mowing down fleets of support ships as they cluster around a flagship. Lets go over the weapon options and we'll look at how they work with each of these three designs.Ī very nice rapid fire weapon that deals decent damage.

The possibilities are endless though there are three main combat archetypes: Carrier, Support Killer, and the Flagship Killer. Each have their place in a ship and we will discuss placement/use in the design section. A quick and dirty of the armor is that plate tries to stop everything, ablative stops small arms fire, and reactive is anti-missile. How you stop all the nice things from breaking. I won't go into detail on all of these but as a whole, if they are a core they tend to be of high value and if they sit in a system they are less so. Again the core is the most important part. If you are a slow ship already they aren't all that important as you couldn't run anyway, but if you rely on speed they are more important. Engines are tricky and their value depends on your design. How you get from point a to point b (sometime rather quickly). Only by losing the core does it stop functioning. The core is the point of exit while the rest of the system buffs its power. Provides energy for you flagship and boosts your resupply rate. Loss removes control over a portion of your support ships. The coordination that allows your fleet to move as one. Loss of this system can lead to your fleet being crippled mid fight. The ammo that your fleet's weapons require to function. A minimal amount of control is required for your other systems to function. Also the more crew you have the faster the ship auto repairs. This system is the heart of your ship and if they all die the ship dies. While all the details can be found in the wiki/tooltips I will do a quick summary here. We will get to what this means for the placement of systems in the section on design, but here is an example of where we are going.Īs for damage, when a weapon damages a hex it will apply enough damage to destroy that hex then move one deeper and repeat until all its damage is spent.Īfter understanding the hex map you will need an understanding of how ship systems function (and what happens when they break). Likewise, your weapons/engines will only function through the flat sides of empty hexes. Whatever hits your ship it will always damage through the flat sides of the hexes. In all designs there is no forwards or backwards so-to-speak.
#Star ruler 2 change flagship type update
She is the first Servant to received sprite update twice.To understand combat and damage in SR2, you first must first begin to think in about the hex map of your ship.She received Battle Sprite Update on Da Vinci and The 7 Counterfeit Heroic Spirits Rerun Lite Ver, 10 January 2018 Update.She received Battle Animation and Sprite Update on FGO Summer Festival 2016 ~1st Anniversary~, 30 July 2016 Update.She is the first, non-limited Ruler Servant available via Saint Quartz summon.She was the last playable Servant in the first line-up during the official game was released according to ID, until other Servants are patching into the game.She shares the exact same ATK values at minimum with Osakabehime (Archer).She shares the exact same ATK values at both minimum and maximum with Artoria Pendragon (Ruler).She has the 3rd highest HP values out of all Servants.However, her mind is relatively spartan, so he will also end up receiving a strict education. no, even if he is not, Jeanne will devote her earnest efforts without ever abandoning him.
