Maybe it is so the explosion of the weapon being blown up doesn't explode all the ammo resulting in a big boom? pĢ: same: ammo located in the wing somewhere, again in my headcanon, but at some point for Arena Commander customization that's where ammo boxes were located approximately.ģ: Yeah, indeed, just assume a little thing sliding aside on the 12 o' clock position (which is the only spot where it fires from anyway).Ĥ: Yeah that's the Omnisky III I pointed out. Why then have visible ammo boxes? Rule of cool. :p": ĭon't fix this CIG, it's fine, no one usually notices it anyway, there are bigger fish to fry :)ġ: I noticed this before as well, but since ammo boxes are separate equippables I just assume additional feeding of ammo through the wing and body of the weapon. Dont even get me started how inefficient shooting EHRTs with any weapon is, when yeeting Size 9 torps at 6km more. Even the size 7 laser cannon on the ion is garbage. And increasing the size of the others weapons wont make them better. "Now I noticed on this weapon that the recoil is moving the white paint but the texture won't move. Sadly, anything other than laser repeaters are pointless. The revenant looked at from the front in max zoom just looks wrong, you can see all the way to the bottom and a copper like material: The Gatling guns don't seem to have any ammunition box at all, look at the A10 gun and how big the ammunition drum is :). However, both the ammunition boxes look like they could hold 20-30 rounds max :). The Tarantula Mk rounds of ammunition, the MK3 720. There are actually quite a few odd things and I am very nerdy/geeky now :) BTW: No I don't want CIG to fix these since usually no one notice it anyway.īallistic guns just have no where the amount of ammunition, ammo boxes are either too small or missing. I can't turn it off but I tried to make it less shaky by compensating with the mouse, not always successful.ģ.1.4 Ship weapon - close ups - Fidelity: Really amazing details on those weapon and so many moving parts, many players don't realize.Įdit: The camera shaking on close-ups is something the game does. This isn't a complete list, since many weapons aren't available on electronic access and I don't own all ships. By concept however, the Vanguard is my favorite ship, and I look forward to taking a properly tuned Harbinger into the deep.I made a video with close-ups of Star Citizen ship weapons. While I'm a fan of your Vanguard load out as it hits real hard, the pitch and yaw is a bit too slow for my taste this patch. groups of smaller ultrafast opponents such as M50's. Alternatively I may put a Panther on the nose instead of 1 M5a to help land shots vs. Precision and fast projectile speed make up for this slower fighters distance from faster opponents. Durability pays off in long easy fights as does 0 ammo requirement. I also believe that in consideration of hardpoint sizes, the Buccaneer has the best available size/dps ratio when looking at its largest cross section.įor fights that have reduced chance of refuel/rearm but are generally easy, then hornet with 3xM5A Laser and 1xM4A Laser (1305 DPS). Albeit slow, bullet speed is fairly the same for all three weapon types, meaning for practical purposes only 1 PIP to aim at/with. If you are closer there is less chance of the enemy dodging an already in path bullet as the bullet doesn't travel as far. The buccaneer is fast enough (compared to its peers) to get close and maximize that damage, if you are closer spread doesn't matter as much as the target is bigger. An additional penalty is that these weapons have a slow bullet velocity, which an unpredictable opponent can more easily dodge (they change direction while bullet is in flight) when you are far away. These put out a lot of damage, (2374 DPS), and feature shield pen, though they have a lot of bullet spread. For most fights, Buccaneer, 2 NN13's, 2 Mantis, 1 Revenant.
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