The Pulse Laser + Gattling combo is not exceptional but it is dependable for the first few sectors, and because of their fire rate you'll score crits more often. ] Interceptor A: 20 Light Missiles and Weapon Overdrive make the A loadout a great choice for hard and hardcore, as you will be able to quickly mine with them and quickly kill Okkar fighters. Interceptor Loadouts - Veritas 00:35, 7 December 2018 (UTC) Finally it starts with 2 Nano Injectors, so lost hull is easy to repalce, allowing you to save up your nanobots for later. 8 Corrosion Missiles and 5 Mine Clusters make it really potent against larger targets in the early sectors as well, and the Anti Missile drones and Front Shield make it very easy to fight the G&B with the M3 Laser Beam. However, this laodout starts with a Front Shield Generator and 4 Anti Missile Drones, giving the slow ship some much needed defense in the early sectors, making it a good choice for pilots that find they struggle to get started in the gunship without an early Front Shield Generator. This leaves you without a dedicated anti-shield weapon at first, and very slow at mining and opening containers in Hardocre mode. Gunship C: A bit of an oddball, the C variant starts with a M3 Laser Beam and Gattling, both of which need to charge up before firing. Like the A, it carries 2 Damage Limiters as well. 4 Webber Drones help make the most of the Scatter 2880 against enemy fighters and help a lot against Light G&B Fighters if you've decided to anger them. 20 Light Missiles speed up the process of mining and killing Okkar fighters, and it has a Laser Turret, which has a noticeably longer range than the Gattling Turret does. It's the only loadout in the game that starts with an Arc-9000, so if you find yourself totally outnumbered and overwhelmed or against an early corvette it has an out. Gunship B: The B loadout is more well-rounded, using a Pulse Laser to bring shields down at range and a Scatter Gun 2880 to finish off hulls up close. The Gattling Turret has pretty limited range, so you'll want to close in to make the most of it. You'll want to use the Damage Limiters when fighting 3 or more foes, as the Gunship struggles to evade incoming shots, especially when its speed is not upgraded. It also has a stack of Mine Clusters which can be difficult to use but are pretty potent against larger targets, particularly Corvettes. It carries 10 Heavy Missiles, which can one shot many of the fighters and drones in the game, including a lot of Elite enemies. This can make the Gunship A really really tough in the mid game of Hardcore mode if you decide to hold on to them, and makes the A loadout very strong in the normal mode. It comes with 4 Combat Drones you can upgrade drones in the gunship perk tree to give them armor and shields, as well as have more active at once. Its Fusion Blaster will melt right through shields, making Okkar units a breeze, and the Flak Cannon counts as an explosive weapon for mining, so it will instantly extract all resources like a Light Missile would, so it makes up for its slow speed when exploring somewhat. ] Gunship A: The first loadout of the gunship has the most raw firepower of the three.
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