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Pulsar lost colony auto turrets
Pulsar lost colony auto turrets













  1. #Pulsar lost colony auto turrets how to#
  2. #Pulsar lost colony auto turrets mod#
  3. #Pulsar lost colony auto turrets mods#

#Pulsar lost colony auto turrets how to#

Make sure what kind of combat you want to have and how to approach the fight. The Captain needs to communicate his decision. If you decide the Metal Spheres you can pick up in a Gentleman's Stash are actually just the armor plates for your balls and want to fight: To not be completely useless the Weapons Officer can either be a spotter for the Pilot or do damage control. Wasting energy on weapons is pointless if you are going to run anyway. The Weapons Officer needs to sit back and enjoy the fireworks. The Science Officer should focus on defense and mobility, this is where Sitting Duck and Thrust Boosters come in handy. Otherwise it is business as usual, load fuel cells as needed and keep an eye on reactor temps. Even when you are aligned just keep on trucking. The Pilot needs to focus on evasion and putting distance between you and the opponent(s), ideally towards the jump target. In emergency situations you can also go for the not so safe blind jump option but I'd advise against it. Let the Pilot know for which system he should align, ideally that'll just be "Align for plotted course". The Captain needs to communicate immediately that you are going to take the french approach to combat. If you are under attack let everyone know if you are going to fight or flee ASAP! Once in the system your first step is to assess the situation which is obviously alot easier if you have time since you are not already being attacked. Plot a course before you reach the system. Otherwise he/she/it is in charge of memes due to extreme lack of things to do outside of the 30 seconds of combat.īefore even warping in you should have your exit planned already. On standard main guns you can maximize damage by waiting for the two moving circles to align. The Weapons Officer fires the main turret and missiles. Before the fight starts he should disable aux systems you do not need for the fight ahead. Apart from that he also manages reactor heat but that can usually be reduced to regulating coolant flow to save coolent, otherwise just leave it on high. The Engineer could also be called the loader because that is his main job: load fuel cells if the Science Officer calls for it. The Pilot has the most important job in a fight since he/she/it needs to keep the enemies in your firing arcs or even alternate between them while keeping the ship mobile enough to avoid incoming fire without providing an unstable firing platform. "Charge 3" for three fuel cells that need to be loaded. He needs to find a simple way to let the Engineer know when to load more fuel cells, e.g. The Science Officers primary role is to run programs, his secondary role is to feed information to the Captain if needed. Also set the target in your Tab menu to "No Target" so you don't start fights accidently. Let everyone know if you intend to fight or flee, call out priority targets, prep for fights, organize damage control and boarding parties. The Captain needs to make sure everyone knows what they are supposed to do.

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Everyone should know their role and what to do: The first thing to do to succeed in space combat is to get yourself organized.

pulsar lost colony auto turrets

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#Pulsar lost colony auto turrets mods#

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#Pulsar lost colony auto turrets mod#

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Pulsar lost colony auto turrets