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

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  #1  
Old 12-29-2010, 02:23 PM
-Archangel- -Archangel- is offline
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Quote:
Originally Posted by Goblin Wizard View Post
I use laser type weapons 90% of time. Only exception is near the end of the game when you meet a lot of enemies with laser protection shields.
Lasers have highest dps, range and accuracy. Theoretical autocannons dps may be slightly higher but due to poor accuracy and range they do less damage imo. AC starts to shine when the pilot has improved critical hit chance perk cause every single bullet is computed. This perk really favors high ROF guns.

and.. there is one more advantage of lasers. The beam stays for about second and every ship that crosses the beam during this time get immediate hit. It works especially well with mothership main guns which insta kill every fighter that way.

Berserk mk2 lasers are the best light weapons imo (I like high accuracy weapons). IIRC they are the only laser type light weapons. Alien pulse cannons (don't remember name) have much higher dps but they are like autocannos (explained above).
I am not sure if the Beserk lasers I have are MK2. Are there more then one version? When I check out their rate of fire and damage they seem to do less damage then these class 4 autocannons (and they are medium accuracy).

For Gray guy I have two MK-115 Kinetic cannons installed. As I took heavy weapons perk for him I can either use those or Plasma cannons (and those have low accuracy). Does this perk also work with heavy weapons kinetic autocannons?

This game could be so much better if we got detailed stats of our ships weapons with all the bonuses and penalties added.
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  #2  
Old 12-30-2010, 08:29 AM
Trucidation
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Quote:
Originally Posted by -Archangel- View Post
This game could be so much better if we got detailed stats of our ships weapons with all the bonuses and penalties added.
Ain't this the truth...
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  #3  
Old 12-30-2010, 12:49 PM
-Archangel- -Archangel- is offline
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Since this forum is kind of dead let me bore you a little more with my progress.

Now I changed things around. I took the advice and do not have teams anymore.

But now I got Ternie in a Gunslinger (class 4), with two Berserk MK2 and one Berserk MK1. Took criticals perk with her. Also on her ship I put +60% fire rate, +50% turn rate, 40 antimissile and 10hp/s repair systems.

I now got Hero and Greyhair in Puma (I think that is the name of the ship, the one with 3 heavy and 2 systems). Both are Heavy weapon specialists and they got a mix of kinetic cannons and plasma cannons as well as 40 antimissile and +350 shield systems.

My MS is Astarta and I got best Anticapital ship guns (the ones that do 1300 damage), turrets are best laser, best particle and almost best autolaser (also got a best plasma in reserve for when I will meet many antilaser enemies), got +3000 shields (Kali), 400 sensors and 20hp/s repair.

Doing quests for Alex now. Got involved with Triada that got me to almost fight InCo, but managed to survive this by killing a lot of pirates

Funny thing when I tried to go back from Inco system by going through the same wormhole on the other side there was like 20 New Empire ships waiting for me and were hostile and I had no chance to survive that. Then I left through another portal that was supposed to send me to another InCo system but instead it took me to Mulcovny
Oh yea, the InCo guy told me I can use their shop while I was there but it was completely empty (I could only sell stuff)
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  #4  
Old 01-19-2011, 08:18 AM
Rolotomasi Rolotomasi is offline
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1 leader with tactic perk - 40% success attack
2 wingman with defend perk - 20% defend bonus
3 antimissile perk - only 1 fighter carry anti missile, other can put something else
4 repairman - same as above
5 anything. missile specialist or attack

simply launch work in normal fight. massive fight need specialize team.

this is number game. increase your odd.

sometimes pilot with fearless go solo. team protect him and he protect defend wingman who always chasing opponent too far from his squad.

in sw3, u get pilot with repairman perk the last one unless you choose tech specialization. which i think the best for sw3 in hard mode.

grey hair tactic perk cheaper than hero. ternie can defend. hero can repair. +antimissile until you get 4th pilot.

if i not mistaken only 1 storyline give you missile perk pilot.
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  #5  
Old 01-19-2011, 01:23 PM
k1net1cs k1net1cs is offline
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Personally I never put anyone on a team, that way each pilot can target a different enemy.

Also, make sure to get Templar ships over at Charon; a Raptor T is a beast for a 3rd gen. ship (and cheap, less than 70k), and you can easily rake-up experience points (and credits) with it.
My favorite 'raiding' spots are XT-05, XB-15 & XB-19; just go over to the pirate stations and hit the station once to trigger incoming pirate ships.

Also, an easy way to get experience points is to raid those systems I mentioned above after getting your 4th pilot (like Che), but before going to X203 where you're going to meet Phantom or Heretic.
When you have the free time mission and got a mail from either Phantom or Heretic, don't go to X297; you can go as far as Al-Ariash, but that's it.

Why?

Because for some reason the experience gained from every kill is doubled or maybe even tripled during that time, so you can get lots of experience points even from killing novice pirates.
But at this point the Templars are already moving out of Charon and attacked Kronos, so you have to get those Templar ships before you get your 4th pilot.

Get 3 Raptor Ts for raiding in XT-05, XB-15 & XB-19, and after you have enough credits, get some Gunslinger Ts; you can't go wrong with 4 heavy gun slots and 3 system slots, and getting the Ace Pilot rank (those Gunslinger Ts are 5th gen. ships) is easy once you're on the free time mission (though in the mean time you can only drool on its specs without ever being able to use them, heh... =b).

A good 4th gen. attacking ship (if you need something in-between a Raptor T and a Gunslinger T) in my opinion is the Puma.
Not because of it having a missile slot, but because it has better speed and maneuverability than a Panther.

Last edited by k1net1cs; 01-19-2011 at 01:26 PM.
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  #6  
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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  #7  
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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