Hello everyone,
I just got used to playing against groups by pulling them and using range/de-lock to my advantage. Now I am doing level 2 missions and running into mixed groups with combat + EW robots. The EW's take all my ACC power and cancel my weapons lock, leaving me toothless. Any strategies for dealing with this?
-Thanks
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Perpetuum Forums → Posts by Typhoon
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Posts found: 7
1 2010-12-05 03:51:10
Topic: Fighting mixed PVE opponants (6 replies, posted in General discussion)
2 2010-12-01 19:36:03
Re: Newb Problems (4 replies, posted in General discussion)
Thanks for the targeting info! I ignored this aspect in previous combat, thinking it was a game of camparing armor and weapons exclusively. Now combat is much more rewarding. I am able to manulate the range/lock/targeting effectively and am having far more success and fun. Simply popping outside enemy lock range gets you ten seconds of zero damage. I am now actively manipulating weapons/scanners/reppers.
3 2010-12-01 06:20:47
Topic: Newb Problems (4 replies, posted in General discussion)
So here are my problems,
I can't figure out the best way to handle enemy groups. I have two basic stategies:
1. Charge in, hopefully kill a few, run away.
2. Try to kite, pull the whole group anyways, shoot lasers into invisible dirt, run away.
How about a different strategy?
Also, I continue to repeat the newb missions over and over:
At what point do I get new missions?
At what point do I go to new locations?
I am not a big story guy, but is there any depth, or just grinding?
Thanks folks.
4 2010-11-29 06:12:38
Re: Weapons: The Math (10 replies, posted in General discussion)
From the help files:
Turrets: Target size / Hit dispersion===
The quotient of the two parameters show the chance of a hit. For example the target size of your enemy is 5, your weapon's dispersion is 7. Due to this formula, the chance of hit in one cycle is (5/7=0,71) 71%. In case the enemy's target size is 4, and your weapon's dispersion is 4, the chance of hit is (4/4=1) 100%.
A prometheus is size 3.
Standard light small weapons hit disp is:
Laser 3 (100% vs prometheus)
EM 4 (75%)
Gun 5 (60%)
Seems like a huge factor. I never read my combat log so I don't know the actual results.
5 2010-11-26 05:48:00
Re: Best use of two agents? (5 replies, posted in General discussion)
Having a second thoughts on this one. It appears that the price of duplicating certain extentions on both agents + cost of maintining corporate storage may be greater than simply training my fighting agent on the starter industry techs. Anyone have a breakdown on this to save me the math?
6 2010-11-23 00:46:48
Topic: Basic Weapon Choices (5 replies, posted in General discussion)
I played Asintec and gathered the associated laser tech, but I found putting 4 lasers on starter is a great way to drain battery power. I wanted to post the basics for comparison and comment:
Standard Light Gun/EM/Laser
CPU 5/25/20
Reactor 15/30/40
Ammo 200/50/120
Mass 400/250/150
Acc use 1/3/5
Time 3.2/5/4
Damage 125%/135%/100%
Falloff 125/50/100
Hit disp 5/4/3
Range 75/120/150
Analysis: This is a rock/paper/scissor scenario. Choose the weapon for your style. I choose to get in close range because I have trouble judging minor bumps that can block my shots, I am also annoyed by power drain, perhaps time to move away from the lasers.
Please post your thoughts and experiences.
7 2010-11-21 03:00:15
Topic: Best use of two agents? (5 replies, posted in General discussion)
I made my first agent mostly combat. I want to do some industry stuff and make use of all the goodies I find. Since buying industry extensions from zero base would be to great, I must make another agent. If I start my own corporation, and have both agents start in the same mega-corp, I should be able to use shared corp storage to move goods. This would allow me one main agent to fight and play, while the other alt provides a little industry support. I just started two days ago, so please let me know if this makes any sense...Thanks.
Posts found: 7
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