![]() ![]() However when faced with armoured fighters, the Vulcanī. An effective, cheap, point defence weapon capable of melting Which involves running up to enemy ships at Mach 10 and shooting all of These are used on system override builds (SO), It does almost as well against destroyers.ī on single, A on Dual. The single has pretty low damage, but still enough for frigates, Most likely the first KE weapon you are going GoodĪgainst fighters if it can hit them and provides decent pressure forĭ on single, B on Dual. GoodĪgainst frigate armour, and mediocre against destroyer armour. The low per-shot damage, it rarely "punches through" armour. On paper the 320 DPS on armour is incredible, however, due to High DPS against shields, perfect accuracy, good range and weapon cost (for what you get). Dealing a 1500 damage burst to shields is no joke for a smallīallistic weapon, however, the turn rate and accuracy make it lessĮffective against fast frigates. When massed, the light needler can be one of the scariest things toįight. F: Weapons that are detrimental to your ship, usually because of terrible flux inefficiency.D: Underwhelming, but better than nothing.These weapons are usually starter weapons that are common and cheap, but outclassed. B: Usually a solid generalist weapon or a good specialist weapon.A: Either a great all-around weapon or very strong in its speciality.S: These weapons are usually a bit OP, a must-have in almost any situation.I know 600 hours isn't much to some of the vets of this game, and this is by no means a definitive guide just my opinions on some of what the game has to offer This game has a lot of weapons and it can be pretty daunting. ![]() I've clocked in about 600 hours in this game over the past year, and I figure this rundown could help some newer players with less experience. ![]()
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