Guide to Advanced
Weapon Usage
|
Article
by Mighty_Rhodan of Clan "The Mighty" |
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Section:
Weapon Grouping
Summary Points
Preparation
is Key
It
is imperative that you equip your craft well. Examine your environment
by scanning its inhabitants. Depending
on your alignment, you can then make a decision as to what to
equip yourself with, Particle or Neutron, Molecular or Positron,
the choice is yours to make, as are the mistakes.
Weapon
Choice & Rate Of Fire
When
making weapon choices for your ship, it would be wise to consider
selecting multiple weapon types,
especially if you plan on travelling throughout Sirius. The reasons
for this are twofold:
The first is the most obvious, effectiveness
against shield types. Perchance you run into an opponent
who is resilient to three of your five weapons, at least you then
have two weapons left with which to deal sufficient, even critical
damage.
The second reason why multiple weapon types are advisable is to
do with Rate of Fire. Weapons such
as plasma cannons normally have 2.00 (shot per second) and as
such are not altogether ideal against fast targets. Photon weapons
usually come in 8.33 fire rates, ideal for laying
a hail of fire, making it difficult for an opponent to
avoid being struck.
By selecting a range of different weapons,
you can be more prepared for the variety of opponents you will
inevitably encounter. However, if you have a mix
of rates of fire, it can be confusing
to aim when firing them altogether, and this is where weapon
grouping becomes a valuable tactic.
Weapon
Grouping
If you have opted for multiple weapon types, you may wish to conserve
energy and wasted shots by creating Weapon Groups. Set
the keys for Weapon Grouping in the Options->Controls
Menu. Weapon Groups must first be assigned
before they become selectable, allowing you to set multiple fire
combinations.
I myself have two photon blasters mounted atop my Valkyrie, ideal
for spraying fast moving targets and finishing off those with
little hull remaining. These weapons are secondary to the primary
armament of three heavy plasma cannons, better suited for larger
or less agile targets.
Pulse weapons are excellent for use
in weapon groups. When an opponent's shields are down, a Pulse
Cannon does very little damage and simply uses
up weapon energy.
Assigning a group where the Pulse weapons are disabled means that
a pilot can wear down their target's hull and then switch groups
so they can finish them off a lot easier, due to excess energy
reserves allowing for longer periods of
fire.
It is important, however, to remember to assign a group with all
weapons enabled, so that the pilot can switch
back in the event of shield battery usage or a new target.
Summary
Points
1.
Rate of Fire can be critical. Think about wasted
shots and how much damage per second
you can deal. Think what would be better, 2.00 with 50% hit accuracy
or 4.00 with 75%. It's not how much you
shoot, but how much you hit.
2. Shield Damage rating is critical
to gauging how you can deal with an opponent who, for instance,
has purchased the maximum shield class for their ship.
3. Experiment with Weapon Groups to find which works best for
you, and practice switching groups in the
middle of battle.
4. When your opponents shields are down, the far more effective
Hull Damage rating comes into play.
Be aware that Pulse weapons are almost useless
against hulls.
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