Once wave 8 hit, how would you deal with this build?
Contracted Scout (25)Deadeye (1)Extra Munitions (2)Plasma Torpedoes (3)R4 Agromech (2)Guidance Chips (0)Contracted Scout (25)Deadeye (1)Extra Munitions (2)Plasma Torpedoes (3)R4 Agromech (2)Guidance Chips (0)Contracted Scout (25)Deadeye (1)Extra Munitions (2)Plasma Torpedoes (3)R4 Agromech (2)Guidance Chips (0)Total: 99
Basically, focus to be able to shoot the torpedoes on whoever is at range 2-3 of you. Which grant you a TL on the target and with guidance chip, you will get 4 hits 74% of time, 3 hits 21% of time and 2 hits 5% of time.
EDIT:
After some reflexion and discussions, a better build would be:
Contracted Scout (25)Adaptability (0) <-- Allow to make PS2 ships to bumpIntelligence Agent (1) <-- Allow to see where aces are going to barrel roll in range for Feedback ArrayFeedback Array (2) <-- Deal with acesAnti-Pursuit Lasers (2) <-- Allow extra damage while doing its job by making opponent ships to bumpContracted Scout (25)Deadeye (1)Extra Munitions (2)Proton Torpedoes (4) <-- Get 4 hits 95% of timesBoba Fett (1) <-- Allow to get ride of annoying upgrades on Ghost and other U-Boats.R4 Agromech (2)Guidance Chips (0)Contracted Scout (25)Deadeye (1)Extra Munitions (2)Proton Torpedoes (4)R4 Agromech (2)Guidance Chips (0)Total: 99
Proton Torpedoes is much more potent (you get 4 hits more often) and the bumpmaster allow to deal with aces more reliably and to deny opponent ships to reach R1 of your U-Boats.
Edited by Wildhorn
