Sometimes an omni turbo is not quite enough... *story*

Ask any question about playing and surviving in the Transcendence universe. Newbies welcome!
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5535
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Psycholis wrote:i think the +150 damage output is more damage per second than fast damage. the lamplighter can't be enchanced to +150 so all you can do is make it fast. one advantage of the IM90 is that the beams don't get stopped by any weapon types whereas the lamplighter's missile type weaponry can be stopped by missile defense or pretty much any stray shot that hits it midway.
hmm... well how do you enhance it to +150!?
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Sheltem
Militia Lieutenant
Militia Lieutenant
Posts: 153
Joined: Tue Sep 04, 2007 1:44 pm

with 15 booters of course !
regards
Sheltem

What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5535
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Sheltem wrote:with 15 booters of course !
booters? All I can think of is the weapon enhance rom which speeds it up or the ion capacitor which increases it ONCE.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
F50
Fleet Officer
Fleet Officer
Posts: 1004
Joined: Sat Mar 11, 2006 5:25 pm

longzhus
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5535
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

F50 wrote:longzhus
:o HOW COOL! I have got to try that! :D
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Psycholis
Militia Commander
Militia Commander
Posts: 298
Joined: Sun Mar 05, 2006 8:23 pm
Location: Missouri

probably a better use for longzhus than on the qianlong.
User avatar
Sheltem
Militia Lieutenant
Militia Lieutenant
Posts: 153
Joined: Tue Sep 04, 2007 1:44 pm

spoiler:

capacitors stack up, too ~~
regards
Sheltem

What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5535
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Sheltem wrote:spoiler:

capacitors stack up, too ~~
WHUT!?!?!? :o
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
FAD
Militia Captain
Militia Captain
Posts: 732
Joined: Thu Aug 10, 2006 5:33 am
Location: Area 51

And, use a Longzhu first, before using the caps...then stack them.

Enhancing a heavy Ion blaster +150 makes it one wicked weapon. It already has a decent fire-rate and a bigger punch than any other Ion weapon...per single shot, that is.
Vastin
Commonwealth Pilot
Commonwealth Pilot
Posts: 96
Joined: Tue Dec 04, 2007 8:15 pm

I'm surprised that no-one mentions the Plasma Cannon when dealing with the Iocrym.

I usually beat the command ship with an IM90 (with whatever mods I can scrape up), to manage the approach and soften him up a bit, and then once I'm in position I just pound him to scrap with a completely unmodified Plasma Cannon. It doesn't even take all that long (1 refuel needed with a 1G reactor and Iocrym Veil running). You just have to keep your distance constant so that he does't fire his short range weapons or repulsors.

I'm pretty sure it can still be beat with nothing but an IM90 at +100% or more, but yeah, that would take a long time. He seems more ion resistant than he used to be. Not that fuel should ever be a problem as long as you keep a few Ventari stations alive.
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5535
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Vastin wrote:I'm surprised that no-one mentions the Plasma Cannon when dealing with the Iocrym.

I usually beat the command ship with an IM90 (with whatever mods I can scrape up), to manage the approach and soften him up a bit, and then once I'm in position I just pound him to scrap with a completely unmodified Plasma Cannon. It doesn't even take all that long (1 refuel needed with a 1G reactor and Iocrym Veil running). You just have to keep your distance constant so that he does't fire his short range weapons or repulsors.

I'm pretty sure it can still be beat with nothing but an IM90 at +100% or more, but yeah, that would take a long time. He seems more ion resistant than he used to be. Not that fuel should ever be a problem as long as you keep a few Ventari stations alive.
I used the plasma cannon once, but the projectiles seem to be a bit slower than the lamplighter ones. The plasma cannon is still quite decent at the job though
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Post Reply