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Pulsar lost colony chaos
Pulsar lost colony chaos













pulsar lost colony chaos

You can shoot the "8km range" Main Turret from further on and deal the same amount of damage. Connected to #13.Ī Weapon's listed range is the range at which enemies with that weapon will use it against you, not its actual maximum range. Not sure if this is a bug, but I'm including it for the sake of completeness (will cross it out if it changes later on). Be aware that they can shut down your ship and you will need to reboot it - have the Engineer ready. To get to that distance, take every effort you can (Thrust Booster program comes to mind). For example, lately one dropped us a Lvl 10 CCG Hull Military Grade (7000 integrity, 141 armour)! Good tactic is getting racing thrusters and RUN! Go on a distance >8km and they will not shoot you and are quite easy to kill. This makes fighting them worth the effort - if you can survive. Their Lighting turrets, shields, and sensors are pretty good also. But they nearly always have an epic reactor and hull. Shock drones are very dangerous and come mostly in groups of 3. This not only cools down the normal reactor (because it's actually not used unless you use over 9000 power), but also reduces your EM-signature. On my ship, with every unnecessary system turned off and the Engineer's Aux Reactor talent maxxed out, I get +9000MW! Every good engineer turns off unnecessary aux systems, but the real value of the Aux Reactor is often underestimated. (Do not sell mission items, though!) #12Īuxiliary reactor is awesome. Looking for a way to get rid of contraband stuff (i.e. You may waste a point for doing "faster research" after having all the research already done or even 4 points on faster missile lock-on after getting the Keeper Beam installed (which does not have missile shooting capabilities). Since they are usually the bottom-most talents the rule of thumb is: Start from the bottom.Īlso: whenever not sure about anything concerning talents: ask. Take your class specific talents first, because you are the only one who can and usually they are pretty good or even badly needed.

pulsar lost colony chaos

Long text made short: As Captain, make everyone get the Custom DNA talent (before the health boost). Since you only die when things get interesting you might want to shorten this time. This means if Person A has a respawn time of 30s and B one of 5s B would have to wait 35s for respawn if they die at the same time. Talking about precious seconds: Respawning is a queue. As a Captain, you should kick the rude ones for the sake of crew morale. You cannot even guess how far being polite brings you in this game. It seems simple, but I have seen a lot of people insulting me or other crew members. I personally do not like anyone taking over and playing it with other guys when not having played much with me. You should always have the captain and one crew member save each jump as failsafe and to prevent trolling. If it comes to the worst - use the atomiser for the contraband personal items and chuck the cargo items into the space (untested if actually works) as Captain.

pulsar lost colony chaos

Don't let yourself get caught - you will be shred to pieces. For smuggling missions, I recommend Carrier or Stargazer. If there are contraband items in your lockers (like borthix or sundust) give them to one crew member and hide him in the hidden compartment as well. If you are carrying contraband cargo, put it in the secret cargo compartement if you have one. They only occur 2 or 3 times judging by what I know. You are told to warp to a sector always close to Sector 0 which is always the same since you spawn with your ship inside of a station when exiting warp. About Cargo inspections: They always occur when you are warping close to Sector 0 (Outpost 448).















Pulsar lost colony chaos