![]() There are also sometimes discrepancies between information on the SCE website and other SCE information, such as on your bill. On top of that, many of its explanations are confusing, out-of-date, not what you're really looking for, and sometimes plain wrong. It's site search produces lots of quasi-relevant results.It is frequently difficult to find what you're looking for.The whole point is to experiment with different fittings, so that you learn the nuances.The SCE website leaves a good deal to be desired. Either or, you'll only encounter difficulty towards the end, with the final few boss fights. ![]() However, the missions are easy enough for frigates, a destroyer's many guns will chew through most of them no problem. So you better kill the enemies fast before they overwhelm you. So with the Catalyst you'd try to stay at range with a full rack of 125mm Railguns and you won't have many low slots available for defenses. Destroyers are designed to shoot the target dead before they take damage, and with its slower speed and bulkier size, destroyers are very vulnerable to missiles and larger ships (like cruisers). You can use it if you want, but keep in mind that the fighting style is different than a frigate. Long range or short range, it has enough versatility. You can see some of the versatility of the Incursus ship, it's a tough nasty little nugget when you fit it properly. Or, if you go with Energized Membrane (for increased armor resistances) instead of armor plates (for extra armor hit points), like Ralph suggested, that will free up some powergrid on the ship, and you can upgrade the blasters to the more powerful Light Neutron Blasters (use antimatter or plutonium charges with them). Kamala's fit has enough defenses that you'll be fine close range too, so, optionally you can replace the 125mm Railgun I's with Light Ion Blaster I, and then check the fittings screen to see if you have enough power grid to do 200mm plate instead of 100mm. For short range, though, you need defenses, so Gallente typically use armors and you put in a small armor repairer, damage control, and maybe an armor hardener. For long range you don't need as much defense, because you're staying well away, so you can put in some magnetic field stabilizers in the low slots for extra damage. When you fit your ship, you're supposed to pick the guns for the range that you prefer, then install an afterburner to be able to get close or stay away, then fit the rest of the ship to support that range. heavy assault missiles, cruise missiles vs. In any case, each type of weapon in this game has a long range and a short range version. You can also install a stasis webifier in a medium slot, to keep the target still as you shoot it. This matches the behavior of the NPCs, and you'll want to use your afterburner to get close to each target before shooting it. Blasters are short range guns, they're designed to be used with short range ammo (antimatter, plutonium, or uranium charge S) and function best at close range, 1-4 km. ![]() Switch your guns to short range guns (blasters). Use your afterburner to get away from the enemies and try to kite them from 10-15km, switch from antimatter to tungsten or iridium charge S ammo to be able to hit at that range).Ģ. ![]() This makes your long range railguns be unable to track them imagine a WW2 battleship's guns that just can't rotate fast enough to track a speedboat that's doing circles around it.ġ. NPCs in missions have a tendency to fly to you and try to orbit you very fast at 2-5km. We typically use them with the long range charges (iron, tungsten, iridium) and they function best when your target is moving slowly and at 15-18km. 125mm Railgun I are designed to be long range guns.
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