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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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since engineers are only good at heavy weapon proficiency, so i'm really thinking of use that perk to full -- an all-projectile-cannon mothership. ![]() |
#2
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Yes. Pulse lasers are slightly too weak. IMO the best are normal lasers. They have highest dps and range (200 dmg and 2sec recharge against 260 dmg and 3sec recharge PPC).
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#3
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The problem with normal lasers and particle accellerators is that they bank it all on one shot, so if you have a MS pilot with poor gunnery, they wont hit anything most of the time anyway.
and MS Pilot with heavy cannon proficiency? As far as I know, none of the Mothership system software has any proficiency, just Gunnery 2. |
#4
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#5
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Hmm, I have never used a pilot in MS. It seems like a waste of resources when he/she can fight in a fighter. Moreover most of us will agree that using Systems firmware Mk.3 is the best solution and it itself adds 120% accuracy to guns which is enough in my opinion.
I just am not sure with the particle vs. pulse laser. I have 4 pulse laser turrets I got from destroying all those platforms early in the game (really nice cash boot as I got 12 in total) so I have been using pulse lasers in my current game nearly from the beginning. And I found out that when a pulse laser hits once it can miss with the other shot. While particle guns when it hits, it hits, when it misses it misses. |
#6
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btw mod i'm creating will contain hireable pilots so you will no longer have to put all your pilots in fighters. I'll probably change pilot and hangar limit to 8 too (to avoid storyline collision). |
#7
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PS: By the way, if you need any Summon abilities, such as Summon USS, or Summon Patrol, I can do it. I can even add fleet summoning and summoning bomber wings/capital ships. Last edited by Nanaki; 04-01-2010 at 10:37 AM. |
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