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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #11  
Old 01-24-2011, 11:07 AM
Goumindong Goumindong is offline
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Quote:
Originally Posted by Rolotomasi View Post

if i not mistaken only 1 storyline give you missile perk pilot.

This is pretty much how I run as well with one exception.

If I am playing the base game without any of my edits(I.E. better SRMs) then i make my main guy a missile launcher and keep him separate from the rest of the team and close to the MS (the other fighters should roam far from the MS, for some reason I find that my MS is not nearly as strong as some of you folks make it out to be).

The reason he runs close to the MS is so that he can reload fast. For the most part a missile expert with the missile clicky can waste any group with a single missile (or any large group in a single smart volley) and can still be dangerous once his clickies are gone(so long as the missiles are good enough).

Just make sure that your team isn't engaged when the fight starts or those missiles are going to damage you as well.

Edit: as well, repairers and anti missile units are generally switched to attack until a missile is launched.
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  #12  
Old 01-24-2011, 04:34 PM
k1net1cs k1net1cs is offline
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I've once had the Hero and the MS targeting the same pirate wing, only to have the MS' Falconet hit the pirate, along with the Hero who's ahead of the MS; a Raptor T with a Granite just went -pft- in an instant. =b

The MS is somewhat strong if you take the time to manually set the target for it; the MS' turrets by default don't aim for ships that has been damaged, even if it only takes one hit from a pea shooter to vaporize the damn thing.

It's a quite strong tank if you have the Mk. III system enhancements, coupled with two Kalis, or a Kali & a Tungsten.
If you want a battleship-type MS, get the Mk. III weapon enhancements and set the turrets with single-shot lasers and/or particle accelerators.
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