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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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First is mothership cuz fighters always comes directly toward him. Second are Butcher type ships with a tail turret. Enemy fighters whose chases them always go straight so hit probability is high. Fighters with miniguns are only good when firing big or slow targets like motherhips or Butchers. |
#2
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well, minigun is out of question, range is the problem for both fighters and ms.
the dps of heavy cannon is as good as laser, so there is a balance between the hit-ratio and laser-proof. I restarted as a combat engineer this time, and noticed that when hit by kinetic warhead, the fighter a sort of out of balance, is that true? |
#3
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I don't use kinetic weapons so I've never noticed that but you are talking about main caliber or normal?
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#4
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mother ship turret
if we can add impact effect to kinetic weapon, it could bring a much different way of playing |
#5
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There's something else about lasers I like. Let's say that in every 4 seconds there is only 1 second where the gun is lined up with the target, the machinegun will spend 1 second firing and then 3 out of those 4 seconds idle, and thus doing only 1/4 of the damage, while the laser would spend 1 second firing and the 3 seconds reloading, thus doing full damage.
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#6
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well, that is not true if we talk about mothership turrets
for fighters, some cannons shoot like pules laser, u got the same result |
#7
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Hmm, and how about pulse lasers vs. particle cannons. I have found that for fighters, Ternie with particle guns (supported by a Prototype X) is killing enemies like crazy while my char with pulse lasers is having difficulties sometime. I have even seen Ternie to kill 3 fighters by one shot. Well they were 1st gen, but still, it was a nice look.
How would this be on a MS? So far I have used only kinetics and pulse lasers on my MS's during all my playthroughs. Shall I spend some money and get particle turrets? |
#8
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using large caliber canon like M-102 Rolf or Testubo is deadly, u can watch the health bar deacresing very fast
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#9
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but they have shorter range and awful accuracy. High ROF guns become good only when supported by "Gun Dispersion" and "Frequent Criticals" perks. Of course, max possible gunnery is recommended.
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