Don't put words in my mouth. I didn't say that C/P is the best option for anti-shield. I'm saying it can do the trick when played to its strengths. Also, if I specifically wanted to play the range game, I'd be using C/B with logic weapons and hit-scan would never be a problem.
C/P is a...
Your position makes it sound as if you "can't" make a good weapon out of C/P.
B/B has a range advantage only after you add enough beam secondary. C/P does not suffer any range penalties, is slightly stronger than B/B and fires all of its damage instantly.
If you're patient and you can think...
That's IF you follow the bigger is better motif instead of being creative or sticking with C/P's intended purpose.
Could you rephrase that statement? What exactly are you trying to say?
We already know why it sucks as a primary. What is your idea for a "good" pulse primary?
This is why I frequently take a page out of your book to make some of my best weapons logic/turret based. Unfortunately; just as you are the maiden of crashes, I have become a "Lord of Lag".
I think the issue we're currently having is that some members seem to think that every weapon...
C/P is not a DPS weapon. It's an alpha-strike weapon.
If you want a DPS weapon then by all means; go C/C/P.
However, I find that not every engagement comes down to just DPS. My Lancer frigate taught me that when I tried to fight it... :eek:
Personally, I don't see the point of a C/P/P...
My current tests show something similar to punch-through without the supposed explosive add-in.
It does not bypass armor; but instead expends damage output to destroy armor before hitting the systems underneath.
So we basically have two (almost) functionally identical weapons. That leaves a...
To be honest, I've seen beam's pierce frequently fail to work as advertised; even on unarmored targets. Whether or not this is a bug or insufficient damage output is anyone's guess. The only time I've seen cannons fail to punch through is when there's insufficient damage output.
A rather...
Better block hit count; yes. Better block damage; not necessarily. Cannon has inherent punch-through, beams do not.
Not quite. All the burst does is spread the power drain out into 5 separate bursts in one second, resulting in 5 quick drains instead of one big one.
In practice, they have...
Cannon/pulse is a niche weapon. While not the preferred choice, it's far from useless.
1) It matches the damage output of beam/beam and has naturally superior punch-through at the expense of range and a slightly slower reload. While it fails against distant/maneuverable targets, it gains an...
For damage against blocks, I can agree to some of this; hence why I prefer to slave beams to my cannons over pulses (better rate of fire). But for a mid-range anti-shield weapon, the damage can be quite nasty. Personally, I don't think Pulse-slaved weapons will see much use unless Shine...
Don't be so quick to dismiss that kind of setup. For range purposes, I tend to do cannon/beam/explosive and the effect can be quite nasty. Pulse just adds more damage per block at the expense of range, projectile speed and firing rate.
If you "Waffle" your emitters, and use forward-facing...
I wish they'd let you craft log books pr purchase them at advanced shops. I had plans to make my own player-created quests on multi-player. Everything from seek and destroy to 'rescue missions' at LV426...
I think StarMade should be a multi-verse theory game. Every server has different...
A slightly older build; heavily based on the "Quasi-Biological Organisms" from Silpheed; The Lost Planet. These were meant to serve as hostile NPC units that spawn near asteroid fields. They "prey" on fighters, shuttles and other small craft and have minimal interior.
Observed armament and...
A faction's lore can easily be adapted to any story StarMade might have.
Example:
Toward the end of the 21st Century, the United Star Axis led a mass exodus from the Sol system via a prototype high velocity gravity catapult; which we destroyed with timed explosives after we left, to prevent...
That is the point that so many people are missing. Simply put; we explore what we create. Nothing more. Nothing less.
It is we; the players who build most of the ships, fleets, stations, and cities seen in StarMade. This is the way it's been since Schine gave us the tools to do...
I wouldn't be against a story line. However, I personally wouldn't really put much focus on it since I have my own story line/faction lore that I incorporate into the game.
I'd have to agree with this.
Some of the most fun I've ever had in multi-player involved supply runs, rescuing stranded players, showing visitors around on my planet bases and fighting spider crabs on the old derelict stations. For combat, I specifically build smaller ships so as not to...
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