![]() Piercing cannons also serve well if they are powerful enough to make full use of the piercing effect - when it comes to rapid chip damage this does little good, but apply piercing to a single enormous round (or better still an array of twenty or so cannons firing one powerful shot and you will carve grandly gaping holes in your foe - of course, for sheer structural mayhem you cannot go past missiles, but it's a nice alternative that can also reliably damage shields.įinally, the explosive effect applied to cannons or beams should not be overlooked, but as above a sufficiently powerful weapon should be sued to make best used of the damage spread. However, I have yet to find shields able to withstand even the smaller versions I have fielded (in those cases beam+pulse+overdrive for the truly insane). My old Titan would drain almost all of it's herculean 11'000'000'000 energy to fire it once, at which point it suffers a 60 second or so reload time. I have found Beam + Pulse + (insert desired effect) to be wonderfully powerful, the problem is the absolutely absurd power drain. So basically, what I'm asking is there good, effective weapon combos beside swarmer/seeker missiles and rapid fire cannons? What scale are they good at, should they have any place in a larger ship or more like fighter weapons? Any advice to diversify my ship designs? Mind you, my targets are pirate ishants which have practically no shields, so maybe the big hit guns are good against those, but all in all there seems little in the way of main weapon systems due to the low shots per minute and blocks absorbing damage like they do. Meanwhile the rapid fire cannon has sawed through the hull of the enemy all across the ship and laid waste like the big anti matter guns of old did. And yay, you got like 10 destroyed blocks IF you hit. Sure, good dps and all that, but it's shot, wait wait wait wait, shot. they feel like starter guns firing blanks. I don't know how to properly describe the feeling from beams and non rapid cannons. Maybe I'm just doing it wrong, but since the new ishant swarms (can they be somehow lessened btw? I often get 6-15 hordes right at the beginning.), small ships seem suicidal and large ship guns seem horribly ineffective unless it's missile (swarm seems best) or rapid fire cannon with maybe punchthrough or explosive effect. problem is, most of the combos seem really really bad. "Guide on how to use the weapons system in starmade, how it works, what the results are you should aim for and which the best combinations for master slave and effects are.Hi all, I returned to the game after a long pause to check out what has been changed with all the new weapons and such. Hope you enjoy the video, if so please show some support and leave a like. Imagine you could fly your favorite ships from Star Trek, Star Wars, Battlestar Galactica, Babylon 5 or Serenity. Play in your own universe or on a StarMade multiplayer server to create, discover, destroy, customize, and design your own ships, stations, worlds, declare war on other factions and battle it out for dominance of the galaxy, one of over 9 quadrillion possible procedurally generated ones full of adventure. StarMade is a voxel-based 3D sandbox space shooting game. Then we are checking on what weapon effects add to a weapon system.įinally we also go over the most used or best combinations and why they are so effective. So this tutorial on the weapon system in starmade covers the master slave effect system how they interact with each other.īascially starting with a look on the basic weapon types, how slaved weapon systems alter the attributes of the basic master system. Guide on how to use the weapons system in starmade, how it works, what the results are you should aim for and which the best combinations for master slave and effects are. ![]()
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