Cadet I/Weaponry: Difference between revisions
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[[Image:minigun.jpg|center]] | [[Image:minigun.jpg|center]] | ||
Weapons in Allegiance come in one of three varieties: | |||
Energy | {|align="center" cellspacing=0 cellpadding=5 border="1" | ||
|- | |||
|width=20%| | |||
|align="center"|'''Pros | |||
|align="center"|'''Cons | |||
|- | |||
|align="center"|'''Energy Weapons (EW) | |||
|valign="top" width=40%| | |||
*Consume energy instead of ammo. | |||
*Since your ship's energy recharges this means you don't have to return to base as often. | |||
*You can carry useful equipment in cargo instead of spare ammo racks. | |||
*The bullets travel faster than particle weapons making it easier to hit your target. | |||
*Generally have less spread than particle weapons. | |||
|valign="top"| | |||
*If you run out of energy in a dogfight you are in a lot of trouble. It takes a lot longer to recharge energy than it does to reload ammo. | |||
*Cloaking devices and nans also require energy so you may find you are unable to use them if you waste energy firing. | |||
*Energy weapons are usually specialised against a certain armour class, meaning they do little damage to everything else. So you need to learn which EW is useful for which task. | |||
|- | |||
|align="center"|'''Particle Weapons (PW) | |||
|valign="top"| | |||
*Good damage against most armour classes. | |||
*Doesn't depend on your energy levels. | |||
*Doesn't take long to reload. | |||
|valign="top"| | |||
*Needs to be reloaded. | |||
*Your ship is useless once you run out of ammo. | |||
*They're more difficult to aim, due to their spread and "slow" bullet speed. | |||
|- | |||
|align="center" rowspan=2|'''Particle Energy weapons (PE) | |||
|valign="top" colspan=2 align="center"|PE are unique to [[Technoflux]] although any other [[faction]] can use them if they steal them. <br>They are very similar to PW in terms of Pros and Cons except: | |||
|- | |||
|valign="top"| | |||
*No spread whatsoever. | |||
|valign="top"| | |||
*Slightly less damage than their PW equivalents. | |||
*Consumes both energy and ammo when fired. | |||
|} | |||
=== | ===Mix-and-match weapons=== | ||
Most ships have the ability to mount different weapons in different gun slots at the same time. While you may think you're getting the best of both worlds by using a combined-arms approach you are really just shooting yourself in the foot. The differences in range, rate of fire, and bullet speed between the different guns makes it impossible to get all your guns to hit your target unless you're at point-blank range. | |||
===Aiming right...for real=== | ===Aiming right ... for real=== | ||
You will have noticed the reticule on your HUD which shows whether you're leading your target properly or not - it turns green when you'll hit, red when you won't. Right? | |||
Wrong. The reticule is '''not''' entirely accurate. A green reticule does not always mean that you will surely hit your target with all your guns, all it indicates is that you're close to hitting it with your primary weapon. It may be missing by the narrowest margin or even if they're hitting perhaps the bullets from your second gun are missing - very possible with the gunmount layout on certain ships! You have to look at the bullets themselves and verify that they're hitting. Most pilots don't do this and so waste most of their ammo, making themselves easy pickings for good pilots. | |||
{{Tip| | {{Tip| | ||
*Rebind your rotation keys so they're easy to reach. Rotating your ship is the easiest way to bring all your weapons to bear. | |||
*Shooting at someone moving at right angles to you is difficult. If possible try to come up behind your opponent and you will find them a lot easier to defeat. | |||
*It is highly recommended that you replace the default reticule with a player created crosshair, many of which are available [http://www.mesialonline.com/Allegiance/targetNew/target.html here].}} | |||
===Deployable weapons=== | |||
'''Prox mines & mine packs | |||
These deploy a small cloud of mines behind your ship that remain stationary. Any enemy ship flying through them will take damage proportional to the speed they go through. They take 4 seconds to activate and so require a bit of forethought to get a kill with them - try boosting away from your opponent and once you have a decent lead drop prox so that they smash into it as they chase you. Or fly through an aleph and drop them just as you exit the other side. | |||
'''Plasgens | |||
Plasgens are unique to technoflux. They deploy a small tower behind your ship that remains stationary and fire upon any enemy ship in close range. Unlike the prox mines that you want your opponent to go through as quickly as possible, with plasgens you want your opponent to go past it very slowly. Dropping them while you're circling each other dogfighting is a good idea. Once again, they take 4s to activate. | |||
'''Combat drones | |||
CD are unique to [[Rix]], normally dropped by stealth fighters. Like plasgens it is a small tower which fires upon the enemy. Unlike plasgens CD have a long range but only fire at the person you had targeted when you dropped it, making it quite difficult to use. A good trick is to fly in front of your target and lay them beside their path so that they're flying towards them as they arm. Once again, they take 4s to arm. | |||
{{Nav2|Missiles|Ships}} | {{Nav2|Missiles|Ships}} | ||
Revision as of 00:49, 14 February 2009
|
| ← Missiles | Ships → |
Weapon Basics
Weapons in Allegiance come in one of three varieties:
| Pros | Cons | |
| Energy Weapons (EW) |
|
|
| Particle Weapons (PW) |
|
|
| Particle Energy weapons (PE) | PE are unique to Technoflux although any other faction can use them if they steal them. They are very similar to PW in terms of Pros and Cons except: | |
|
| |
Mix-and-match weapons
Most ships have the ability to mount different weapons in different gun slots at the same time. While you may think you're getting the best of both worlds by using a combined-arms approach you are really just shooting yourself in the foot. The differences in range, rate of fire, and bullet speed between the different guns makes it impossible to get all your guns to hit your target unless you're at point-blank range.
Aiming right ... for real
You will have noticed the reticule on your HUD which shows whether you're leading your target properly or not - it turns green when you'll hit, red when you won't. Right?
Wrong. The reticule is not entirely accurate. A green reticule does not always mean that you will surely hit your target with all your guns, all it indicates is that you're close to hitting it with your primary weapon. It may be missing by the narrowest margin or even if they're hitting perhaps the bullets from your second gun are missing - very possible with the gunmount layout on certain ships! You have to look at the bullets themselves and verify that they're hitting. Most pilots don't do this and so waste most of their ammo, making themselves easy pickings for good pilots.
Tip: *Rebind your rotation keys so they're easy to reach. Rotating your ship is the easiest way to bring all your weapons to bear. - Shooting at someone moving at right angles to you is difficult. If possible try to come up behind your opponent and you will find them a lot easier to defeat.
- It is highly recommended that you replace the default reticule with a player created crosshair, many of which are available here.
Deployable weapons
Prox mines & mine packs
These deploy a small cloud of mines behind your ship that remain stationary. Any enemy ship flying through them will take damage proportional to the speed they go through. They take 4 seconds to activate and so require a bit of forethought to get a kill with them - try boosting away from your opponent and once you have a decent lead drop prox so that they smash into it as they chase you. Or fly through an aleph and drop them just as you exit the other side.
Plasgens
Plasgens are unique to technoflux. They deploy a small tower behind your ship that remains stationary and fire upon any enemy ship in close range. Unlike the prox mines that you want your opponent to go through as quickly as possible, with plasgens you want your opponent to go past it very slowly. Dropping them while you're circling each other dogfighting is a good idea. Once again, they take 4s to activate.
Combat drones
CD are unique to Rix, normally dropped by stealth fighters. Like plasgens it is a small tower which fires upon the enemy. Unlike plasgens CD have a long range but only fire at the person you had targeted when you dropped it, making it quite difficult to use. A good trick is to fly in front of your target and lay them beside their path so that they're flying towards them as they arm. Once again, they take 4s to arm.
| ← Missiles | Ships → |