![]() ![]() I assume this because of the WD Special description stating ".greatly increased physical damage", as well as the Defender Turret dealing physical damage. I believe (and could be wrong!) that the missiles are all physical weapons (except maybe the Shield Piercer, which has increased shield damage). The main turrets (Main Turret, Flashfire, CU Long Range, Keeper Beam, Rapidfire, and Coil Gun) are mostly energy type weapons, with the exception of the Coil Gun. Sylvassi: I haven't yet gotten/used this one, so I'm not sure what the benefit is. Lightning: More damage to shields and less damage to hull. Phase: Deals less damage to hull and shields, but a high amount of damage to ship systems. AFAIK you can only get this on the WD Prototype ship (ie not through a store). Scrapper: A very weak beam with more energy requirements than Laser Turret, but can create extra scrap when damaging a ship. Laser: "Powerful against ship hull and systems" and can shoot down missiles.įocused Laser: Double the energy and double the damage of the normal Laser Turret Spreadshot: Acts like a close-range shotgun that fires a bunch of projectiles.īiohazard: Temporarily reduces enemy ship armor.įlamelance: Causes onboard fires and overheats reactors.ĭefender: If I remember correctly this is like a mini-missile turret. Plasma: Higher DPS than Railgun, with a lower range. Railgun: Fast firing with medium range, somewhat lower DPS (due to heating issues). Automatically aims, cannot be controlled. The Main Turret has a quick-firing laser that can shoot down missiles, and the Laser/Focused Laser Turrets, both of which can easily shoot down missiles.Ī while back (before they updated all the components/weapons/etc) I cataloged the various parts, weapons (etc) for Pulsar (since the wiki was severely lacking, at least at the time).Īuto Railgun: Doesn't take up normal turret slots, but still uses energy. I could have misread this entirely, but there are at least two ways to shoot down missiles. That is why I named it "anti-aircraft-gun" type. I know I can turn power off to the Auto Turrets, but they still have one in the chamber and will fire.Originally posted by El Chico GordoGER:Aside from that it might have the mentioned effects like shooting incoming missiles. Is there a way to quickly toggle the Auto Fire on Auto Fire turrets? Or a more efficient method of selecting targets? In a best case scenario this results in pissing off my preferred faction and a worst case scenario ends with my ship in ruins as I end up fighting both the ship I'm supposed to be saving and their attacker. This more often than not causes our Auto Turrets to fire at friendly ships as I cycle to the ship I'm actually fighting. My only issue at the moment is the targeting system coupled with the Auto Turrets.Īs a Captain I can select the target from my menu which is good, but I have to toggle between them rather than selecting from a drop down menu. Being a Captain actually feels like being a Captain now. The game is beautiful and playing with a full crew in TS is amazing. Jumped back into this game after about 6 months of absence and have been blown away with all the progress and updates. u/Galahir950's Server - Pulsar: Lost Colony Starport. Please message the mods if you'd like yours added to the sidebar. Please note - None of these servers are associated with either Leafy Games, or the mod's of this subreddit. This subreddit was created Monday, September 30th at 12:05 AM. No meme spam, Memes are allowed however may be removed at Mod discretion. Spoilers in threads only on request of a user, we don't want to give everything away. Keep content focused on PULSAR: Lost Colony. Welcome to r/PulsarLostColony! These are the rules! ![]()
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