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Pulsar lost colony main turret
Pulsar lost colony main turret










Thing is, if you have a gun that fires lots of small things really quickly it becomes unbelievable at a certain point in a sci-fi space combat setting. And you should get realtively close to having some high frequency firing. Try rapidfire + skills & processors that increase turret loading&cooling.

pulsar lost colony main turret

If you could fire it more it would be massively op. It is an interception laser to snipe missiles or mines. The quicker laser gun is not meant for quick firing. There is only so much variety you can do with that. I mean, well, all turrets will be basically big things that fire smaller things (either bullets or electromagnetic particles) at other things. A really nice weapon for cloaking playstyles would be something that dealt damage over time, allowing players to attack and then cloak, attack and then cloak. Similarly it'd be nice to see a laser with a larger laser (an easier-to-hit/more accurate laser due to having a larger hitbox), a laser that deals more damage the longer you charge it (possibly charging for a long time). It would be nice to see a super-fast firing weapon with super-low damage (a chain gun), as well as a super-slow firing weapon with super high damage (a sniper). I firmly agree that the game needs more variety, especially in terms of common (easy to find in terms of stations and low-chaos enemies) weapons. The Main Turrets balance this out by being almost entirely energy-based. So in a way there are more physical weapons than energy weapons (assuming missiles are physical). I assume this because of the WD Special description stating ".greatly increased physical damage", as well as the Defender Turret dealing physical damage. I believe (and could be wrong!) that the missiles are all physical weapons (except maybe the Shield Piercer, which has increased shield damage).

pulsar lost colony main turret

The main turrets (Main Turret, Flashfire, CU Long Range, Keeper Beam, Rapidfire, and Coil Gun) are mostly energy type weapons, with the exception of the Coil Gun. Sylvassi: I haven't yet gotten/used this one, so I'm not sure what the benefit is. Lightning: More damage to shields and less damage to hull. Phase: Deals less damage to hull and shields, but a high amount of damage to ship systems. AFAIK you can only get this on the WD Prototype ship (ie not through a store). Scrapper: A very weak beam with more energy requirements than Laser Turret, but can create extra scrap when damaging a ship.

pulsar lost colony main turret

Laser: "Powerful against ship hull and systems" and can shoot down missiles.įocused Laser: Double the energy and double the damage of the normal Laser Turret

pulsar lost colony main turret

Spreadshot: Acts like a close-range shotgun that fires a bunch of projectiles.īiohazard: Temporarily reduces enemy ship armor.įlamelance: Causes onboard fires and overheats reactors.ĭefender: If I remember correctly this is like a mini-missile turret. Plasma: Higher DPS than Railgun, with a lower range. Railgun: Fast firing with medium range, somewhat lower DPS (due to heating issues). Automatically aims, cannot be controlled. The Main Turret has a quick-firing laser that can shoot down missiles, and the Laser/Focused Laser Turrets, both of which can easily shoot down missiles.Ī while back (before they updated all the components/weapons/etc) I cataloged the various parts, weapons (etc) for Pulsar (since the wiki was severely lacking, at least at the time).Īuto Railgun: Doesn't take up normal turret slots, but still uses energy. I could have misread this entirely, but there are at least two ways to shoot down missiles. That is why I named it "anti-aircraft-gun" type. Originally posted by El Chico GordoGER:Aside from that it might have the mentioned effects like shooting incoming missiles.












Pulsar lost colony main turret