NarnKar wrote:I believe Sleeper Service said somewhere (and maintains by this doctrine) that every weapon is useful, but "useful" depends on your loadout.
The trouble with that notion is that, for me personally, so many of the weapons and drones are only marginally useful at best and work with so few loadouts, that I stick to the ones I'm familiar with. For me, the selection ends up railroading me into one of the standard gunship/droneship/teleport builds using mostly vanilla FTL weapons.
Maybe I'm just not experienced with CE, and I'm afraid to take a chance on something unfamiliar--maybe that's a problem that applies to vanilla FTL as well, when first starting out.
Feeling the same way about that...
I've bought artillery once and that was it. None of them seem worth it even though I haven't tried them all yet. Maybe with a description stating what it does on every ship I might think otherwise. But usually the system slot can be filled with something more usefull. Still, having the option is great.
And minelaunchers, don't get me started on those.
They seem to come short on basically everything.
Compared to lasers : Take up ammo, can be shot down by pretty much all defense drones
To missiles/swarm missiles : No system damage, hull damage/power is higher though.
Compared to scatter lasers : Can bypass shields but can't deplete them either.
Bomb : System damage is often more beneficial then hull damage and for doing hull damage, you don't want to be relying on missile consuming weapons anyway. Adding the fact that bombs can't be shot as well.
The only thing they seem to have going for them is cheap and do decent hull damage per missile and power required.
Anyway, as said before, every weapon has its niche no matter how small it is, same thing for the artillery system. Different strokes for different folks and all that. And when it comes down to it I'd rather face an enemy with a mine launcher then an enemy with a missile launcher.