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Rebel galaxy fighters
Rebel galaxy fighters











  1. #Rebel galaxy fighters upgrade#
  2. #Rebel galaxy fighters full#
  3. #Rebel galaxy fighters plus#

Tried the shield busters but their range is like the lowest in the game, and I noticed I am rarely in a sub 1k range, so I switched them out.įor secondaries I had flack at first, but with the turrets I have small fighters aren't an issue anymore so I switched to homing missiles, those are pretty nice to help you chew into bigger ships.īroadsides, I found the long range option way too slow, the short range a bit too short for when I want to get some distance, but found some special medium range broadsides, spike.something I think, that do extra damage to deflectors, so I am sticking with that at but mostly because I find the 3k max range a nice fit for my play style. On a shit now with 4 turrets and all 4 are different, leech to slow down big ships and kill small ones, a flack turret vs fighters, a general all purpose pulse gun, and I got lucky and a MK3 mining laser dropped from some enemy (i only have access to mk2 gear atm in the first area) and that thing is a beast, tho kind of short range. I currently use the Mk1 flak secondary to assist with taking out missiles but every time I get the missile incoming warning and fire off my secondary, I never seem to tell if I took them.

#Rebel galaxy fighters plus#

Plus xbox 360 controller goes nuts so it's more kinaesthetic feedback as well.I have been experimenting with most weapons and so far I have found that I prefer a good mix rather then any single type. Hey all, I've been having trouble figuring out a good secondary weapon to use effectively. I can still take down anything with the pulse setup (even in a barracuda with only pulse turrets) and it's a helluva lot more fun than the disco light laser machine. A bit like popping into Unreal Tournament Black and having a quick blast. Setting up the right ship with weapon balance you can still squeeze a little fun out of RG after 100 hours. Fun the first time, boring as hell afterwards. I want to pop in every now and then and just have some fun that takes a little work, not turn on a laser machine to auto fry mosquitos. The whole "point" of a small ship loaded with pulse and maybe one laser is that it is "strong enough" coupled with skill but is not so overpowered that you stop playing the game BECAUSE YOU ARE A LASER GOD AND CAN DESTROY ANYTHINGS IN TEH REGABLS GALTICS UNIVERSALS. What is the point of playing with a MK6 laser set up that removes any challenge? And once you break through shields, Particle damage skyrockets. 40% of 750/s is still a 30% increase over the 233/s you get from Pulse. MK6 Particle, even taking into account the lower shield penetration, still does more overall damage and cannot miss. They've got a range advantage on particle laser. Call in a companion for every major story and side mission battle, aside from Warning Shot. You’ll spend more in total on replacements than on repairs after combat. Avoid the risky gates until you can afford to replace multiple components. Plus they make the xbox 360 controller.pulse! Uhm.nope. Take out all their fighters first, and you’ll find that capital ships are easy prey. Description As with other capital ships, they are heavy and slow but pack heavy punch against fighter ships with their turrets. 4 Mk6 Pulse with a mining laser is great due their rapid fire, especially with buffs. Originally posted by Captain Oscar:Pulse turrets are great mixed with a laser on the barracuda.

rebel galaxy fighters

#Rebel galaxy fighters full#

The 'range' penalty is basically gone and, with full damage to shields, more than makes up for the slightly lower base damage. The mining laser is quite a bit cheaper than the particle laser.and at mk6 handily outperforms it. Your positioning in any battle is often the key to success, as even with weaker weapons its still possible to come out on top as long as youre not completely outmatched, and its this layer of. Secondly, you've pointed out exactly the flaw. Now, if adding/creating new weapons was as straightforward as tweaking existing ones, I'd be building all sorts of variants to fill in every niche (shields, hull, range, speed, price, all-around). And there are no "top-end" projectile turrets to fill the same billet either.

rebel galaxy fighters

The problem is that the price disparity is one that's extremely short-lived.

#Rebel galaxy fighters upgrade#

Usually the only times I use projectile turrets is at the beginning of a game when I am broke, and when I upgrade to a Dreadnought from a ship with considerably less turrets. Instead of thinking what gives me the best average dps, think what gives me the best dps per dollar. I feel like the purpose of projectile turrets is the price.

rebel galaxy fighters

Originally posted by Ifret:I agree at mk 6 the mining laser is the obvious choice.













Rebel galaxy fighters