About weapon attributes.

Tips, tactics, and general discussion for Evochron Legacy.
sythsillis
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 75
Joined: Sat Jan 22, 2011 12:00 am

About weapon attributes.

Post by sythsillis »

I'm still new to this game, but thanks to the helpful people here, I'm starting to get the hang of things. I like to use the 'shoot and scoot' method of attack and would appreciate some advice on choosing weapons. Is it better to have a less powerful weapon with a higher rate of fire and/or longer range, or is it a matter of how you approach combat tactics?
Nubarus
Lieutenant
Lieutenant
Posts: 277
Joined: Tue Jan 18, 2011 11:59 pm
Location: NL

About weapon attributes.

Post by Nubarus »

Myself I prefer range over high dmg.

At the moment I use a Maxim-R but after reading G D's post I am going to try the flarebeam out and see how it goes with a cannon relay system, cannon heatsink and a 100 skilled weapon ops crew guy. :cool:
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

About weapon attributes.

Post by Marvin »

:cool: You can find performance charts for ships and weapons here:

http://evochron.junholt.se/objectdescri ... object.htm

;) Sometimes it helps to know the specs.
sythsillis
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 75
Joined: Sat Jan 22, 2011 12:00 am

About weapon attributes.

Post by sythsillis »

Thanks guys. This clarifies things for me. As an old D&D player, I found that light, fast weapons were often more effective than larger, slower ones. The same applies here. It's not so much what you use, but how you use it. Got it.
Torric
Ensign
Ensign
Posts: 2
Joined: Wed Feb 16, 2011 5:18 am

About weapon attributes.

Post by Torric »

Hi guys!

And sorry to ninja the thread, i have tried my best via the the forum search. My questions are a bit related to the OP's:
I have read about a "gun turret mode" in Evochron Mercenaries on http://www.starwraith.com/history/index.htm .

From my search i have gathered, that it seems to be possible in multiplayer to have one player join another player on his/her ship as his/her gunner. Does this mean the "gunner" gets full control over all of the ships cannons? Or is there a special "turret" class of weapons? And if so, do they work without a second player?

Maybe i am getting this all wrong, i know players cannot fly capital ships, but a small corvette/frigate like frighter with turrets would sound very very tempting to me :)
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

About weapon attributes.

Post by Marvin »

:cool: The turret gunner brings his own cannon and laser. The pilot has control of everything else, including his own guns.
Torric
Ensign
Ensign
Posts: 2
Joined: Wed Feb 16, 2011 5:18 am

About weapon attributes.

Post by Torric »

Thanks a lot for the answer! :cool:

So no AI controlled turrets for player ships... guess they would destroy balance anyway *sigh*
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

About weapon attributes.

Post by Marvin »

:cool: Nope, no IA turrets. But there are other items you can install that will automatically puke out CMs or pick off a missile.
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

About weapon attributes.

Post by Maarschalk »

Hi Sithsilles and Torric, welcome to the game and forum. Hope to see you guys out there some time....;):cool:
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good