Any nitrate , classifying as an No label ELITE. Indolved in a fire will greatly 09 TITLE intensify the burning of all DRID combustible. Every Thursday, the Powerplay Tick takes place at 7am GMT and takes into account all the. These added values are called Command Capital, or CC. These Powers control and exploit many systems in order to benefit from their workforce, commodities, ships and other services that they propose. If you want to join in, you will have to choose your allegiance to one of the eleven Powers in-game.Best weapon?Targeting System Travelling. Getting it wrong will most likely be your demise. Target only means you choose to fire it and it will keep firing at your target until you in target your target.Whether you have the Federal Corvette bristling with hard-points or the lowly Hauler with its single small (lonely) hard-point, your choice of weapon is a life-and-death decision. At will I believe will let you fire them at your target, but they will also auto attack hostile ships. Forward fire will let you shoot them manually like fixed or gimbales lasers.But if the trigger is held they will continue to chamber and fire rounds until the magazine is empty. Im finding the auto-firing useful, but having to initiate it using Forward Fire, then having to head-look into the menu to switch from Forward Fire to Target Only is a pain.There is no best weapon in Elite, just good combinations - the trick is finding the best combination for your ship and play style. I have read that some other Commanders have to use a scanner to initiate this auto-firing. Kinetic weapons use the round pointers with the dots in the center which relate to the weapons mounted In Fire at Will and Target Only mode, the fire button remains inactive. They differ with their behavior. There are many gun sights in the Elite and they differ dependently of the hardpoints used on the ship.Each variant has strengths and weaknesses. Weapon mountingWeapons come attached to your ship in three flavours. It is worth mixing weapons types for a more effective attack. The same multi-cannon will turn a ship’s hull into Swiss cheese while the beam laser will burn away for ages before the enemy is destroyed. That’s not to say a multi-cannon won’t take down shields, but they won’t be as effective as a beam laser of the same class. Most energy weapons are thermal (they burn), while projectile weapons do damage by striking a ship’s hull (bullets, missiles, torpedoes and cannon shells), but there are the exceptions that do both (Plasma Accelerator bolts and Rail Gun shells).Energy weapons do more damage to shields, while kinetic weapons do more damage to hull.
Turrets have three modes of fire:- Turret weapon will track all round and fires automatically when in range.The amount of damage a weapon does decreases if they are gimballed or turreted, compared to the fixed version.Fixed weapons fire in a straight line, so you can miss any moving target if you don’t anticipate, but equally your aim cannot be affected by countermeasures.A gimballed weapon can auto-aim, so you’ll get more hits on the target.The turret mount can fire behind you, or above you, even when you cannot see the target through the canopy. Gimballed weapon will track target within forward view. Windows password genius downloadBurst laserFaster fire in short bursts. Does equal damage to shields and hull. I call this mode "attract trouble" as to shoot at many ships without killing them, just gathers a crowd who gang up and kill you!Fixed weapons would be effective on a fast fighter, such as an Eagle or Vulture, but a multi-cannon turret would be more useful on a Type-6 trader to shoot the bad guys behind you while you make your escape! Types of weapon Pulse laserSteady fire rate. Fire at will, in which turrets will specifically look for any hostile target. Target Only, in which turrets will only fire on a target that you have selected and is hostile. Causes “splash” damage – it doesn’t just damage where it hits, but spreads the pain around! Very good at killing modules. CannonSlow to fire, but causes a lot of damage. Runs out of ammo in sustained combat. Multi-cannonVery effective against ship hull. The better your mining laser, the large the ore fragments will be and the higher the frequecy at which they break off the rock being mined. Berlioz requiem youtubeHuge power drain and produces almost as much heat as beam lasers. Plasma AcceleratorFires low speed projectiles. Often described as “space shotgun”. Very short range, but does a lot of damage when close. Torpedo pylonFires a single heavy yield kinetic projectile. Power use and heat are high.Like their “dumb” counterparts, seeking missiles have the same strengths and weaknesses, but will lock on to a target and follow it, so are much harder to evade. Missile rack (dumb fire)Very damaging kinetic weapon. Very slow to fire (over a second) so needs practice to use. Big power drain and makes lots of heat. ChaffThis firework display from your ship scatters the aim of gimbals and turrets. Fire one, change direction and escape. How is that a countermeasure? Now your ship is (for a short while) radar invisible, while the heatsink is a radar blip. HeatsinksThese drain your ship coolant into a hockey-puck projectile and fire it from the ship, making your ship cold. But for every weapon, there is some kind of countermeasure. Energy weapons as primary and kinetic as secondary is a good tacticCombat can be an elaborate game of “rock, paper, scissors” with ships having different weapons, armour and shields. Point defenceThis is a tiny auto-cannon that will attempt to shoot down any incoming missile or mine.
0 Comments
Leave a Reply. |
AuthorAmy ArchivesCategories |