(February 28th, 2019, 14:11)TheMeInTeam Wrote: IB2 + combat 1 is better in sector 3 IMO, you'd need to miss twice to have it break even with BL3 in terms of "time to hit their weapons"
This is true, but you're looking at just that narrow metric of time-to-hit-weapons and not what that hit means. You're comparing one ion soft-interrupt with the BL3 dealing 1-3 hard hull damage to actually progress towards killing. I think the latter is better. Also "+ combat drone" is not negligible, drone parts are limited, particularly considering I just got a defense drone early and could reasonably expect hacking on the run (no tele/MC/artillery occupying a system slot.) Finally I did have a plan for 3-shield ships: BL3 plus combat drone, which the IB2 can't do and also not if you blow too many drone parts earlier.
(February 28th, 2019, 14:11)TheMeInTeam Wrote: It's pretty noticeable that your games with fast weapons you are in the green when winning in nearly every case, whereas with the slow charger you took significantly more damage vs RFS.
I actually hadn't noticed that, thanks for the pointer. (You're seeing all the games at once to compare, for me they were spread out over a month.) But I'll say that damage taken doesn't necessarily indicate win expectancy, since that is about the variance and the worst-case scenarios. Big slow weapons like a Halberd always kill in 2-3 charges before the second drone/laser surge (with the second charge matching a 20-second hacking/MC cooldown), but faster ions/flaks/bursts can miss enough to expose you to more. It's OK to take 5 damage per flagship phase if I'm slow to break the missile weapon, if it guarantees I kill the ship fast enough to not take 10 from multiple surges, since only the high variance can cause death.