The slower pace of this team enables this Donphan to solve both those issues with Odor Sleuth and Rest, which should enable it to wall most RestTalk (and even SubWisp) Rotoms and spin vs them quite nicely. As a solo spinner, Donphan has issues with status (Toxic Spikes and Burn) since even if it spins off Toxic Spikes, it doesn't have Natural Cure or the proper typing to deal with poison. Upon looking more closely at Donphan's moveset, I found that it learned Odor Sleuth, which can be used to spin against Ghost-types. The key to this double spin core functioning was a new, very bizarre Donphan set I created. Forretress also has some decent defensive utility Swampert can definitely pressure it but a healthy Forretress can afford to spin against it or lay down Spikes. Forretress has some nice traits nonetheless, being able to lay Spikes on the field and being able to threaten Gengar with Payback on the switch. One of the big issues with depending on Forretress to keep hazards off alone is that it typically struggles tremendously at spinning against RestTalk Rotom. Donphan was my first idea as a spinner alongside Moltres because it's an excellent Tyranitar switchin. Plus, keeping normal blasters weak leaves enough headroom for modified blasters to be an improvement without being overpowered.To make Moltres as effective as possible, I devised a dual spinner core that was engineered to keep hazards off as well as possible and complement each other well. To me that seems like enough of an advantage for them. Within the "tiny gun" weight class, energy blasters have the advantage of a much longer range than lasers. Particle Cannon: 30 T, 162 DPS, 5.4 DPS/T, 105 EPS, 360 HPS, 750 range, projectile Plasma Cannon: 25 T, 210 DPS, 8.4 DPS/T, 100 EPS, 600 HPS, 480 range, projectile Modified Blaster: 6 T, 60 DPS, 10 DPS/T, 80 EPS, 275 HPS, 450 range, projectileīeam Laser: 8 T, 60 DPS, 7.5 DPS/T, 30 EPS, 72 HPS, 300 range, beam So, it's much fairer to compare them to ordinary beam lasers than to heavy lasers, since heavy lasers are really competing against pulse cannons in their weight bracket:Įnergy Blaster: 5 T, 45 DPS, 9 DPS/T, 50 EPS, 175 HPS, 420 range, projectile The whole point of blasters is to be the smallest, weakest weapon in the game, for use on tiny ships that don't have room for anything bigger. With the laser turrets I can probably get away with a medium-size generator and a supercapacitor or two and probably forget the cooling equipment entirely, saving a lot of space that I can use for other things. And I wouldn't have any anti-missile capability at all. The 35 tons of outfit space I lose compared to the three quad blaster turret scenario would easily be taken up with more powerful generators, batteries, and heat dissipation equipment, which is all very bulky. Compared to the alternative of three quad blaster turrets, I get good anti-missile capacity, 100% un-dodgeable accuracy, nearly as good shield DPS (432 vs 540), much better hull DPS (888 vs 540), much lower energy usage per second (240 vs 600), and much lower heat output (548 vs 2,100). The small number of turret hardpoints in particular seems to be encouraging me to optimize around smaller numbers of heavier weapons.įor example: if I have a three turret ship with 110 tons of weapon capacity, I can install two heavy laser turrets and a heavy anti-missile turret. I think the damage-per-second-per-ton advantage of blasters would be more pronounced if ships-particularly larger ones-had more weapon hardpoints available so that you really could cram in a lot more blaster weapons than laser weapons.
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