![]() ![]() Win the DPS race by cutting at the source. Outranging the enemy (ie with a super star destroyer) is a tremendous advantage and forces them to react & adapt to your moves.Ĥ: Priority targets- You control what hardpoints your ships shoot at. Use Capital ships and support craft, not just the former.ģ: Ships have range proportional to their size & class. ![]() Some are Anti Fighter, some are Carriers, some Battleships.Ģ: Balanced Fleets are the ideal meta. =DO NOT EDIT THIS FILE=ġ: Use the right ship for the right job. The master file for this stuff can be found at /Star Wars Empire At War/GameData/Data/XML or /Star Wars Empire At War/Corruption/GameData/XML. (Starbase) Resupply Dock: Your Non-Mining Facility income More of an annoyance than a serious threat. Tractor Beams- Can latch onto and slow small craft. Laser Cannons- Anti Fighter machine guns. Harmful and annoying, but do less damage than proton torpedoes so they're to be destroyed after the torpedo tubes. Not very common, only see them on some Consortium ships and in a couple mods. Mass Drivers - Like Turbolasers, but penetrate shields. These are first priority targets (and the same weapons that Bombers have). Proton Torpedo Launchers- High Damage Torpedoes, usually penetrate shields. They can be effective against squadrons as they have a small area of effect and tracking, however in vanilla the projectiles are so slow they can barely hit them. Turbolaser accuracy is also affected by the target, as it is easier to hit another Star Destroyer than a Corellian Corvette fleeing with power to engines active.Ĭoncussion Missiles- Tracking missiles, rather low damage, may penetrate shields. Turbolasers- Generic Weaponry of Star Wars. Ground-to-Space Ion cannons disable shielding completely and additionally slow down weapons fire rate. Note that Starbases have an unlimited reinforcement capacity wheras carriers and other ships have a limited number of squadrons, but refill their hangars every battle a Star Destroyer that looses all its TIE wings will have more in the next fight. Hangars- Deploy Fighters, and on Starbases they allow free reinforcement Ships to jump in. Ships with multiple Shield hardpoints will not loose shielding until all generators are destroyed, and shield recovers at the same rate and has the same maximum regardless of how many generators are still active. Shield Generators- Provide Shielding and regenerate shield HP. Note that larger ships with multiple engine hardpoints will move at the same speed and be able to retreat so long as one engine remains intact. Engines- Allow movement and Hyperspace Retreat, however ships can drift without them. ![]()
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