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Bir çeviri sorunu bildirin
Standard missiles are the main weapon for my bomber.
I also use rockets and corrosion mines, rockets are good for heavier enemies and base destruction. Corrosion mines destroy groups and heavily shielded enemies, such as Okkar and Redeemers.
Devices are teleport on Scramble for quick getaways from groups that get too close..
Anti-missile system on Minesweeper, because the ship is too fat to dodge missiles.
Magnetic repulsor on Energy Leak mode for single unsolicited ♥♥♥♥♥.
And Annihilator virus for a parting gift before teleporting away.
Also cruise drive to get further away from enemies after teleport.
ST shield Nano Plating for taking some hits.
I agree that the special is useless, you're not supposed to be taking hull damage on a bomber. On every other ship i stack Special, on Bomber i stack firepower.
Bombers passives are also poor, only useful one is the faster lock-on, that can also be found on weapons
Still, my favorite ships. I just can't say no to wiping out enemy base with a single BFG shot
But, in the update before this one, the amount of missiles/mines you could use was capped through all secondary weapon slots.
What I mean is, if I placed rockets on all slots, and spent all energy charges on a rockets slot, if I changed to another slot, the energy would still be empty.
It would happen with mines and missiles too, meaning that one could only cycle through missiles/mines/rockets as independent energy weapons.
Is this still happening?
Now what does happen is that when you swap out any weapon slot the weapon that is swapped in has to refill it's energy from empty, it does not start fully charged. This happens with secondary weapons on the bomber as well since they use energy, but there's a cooldown on secondary weapon slots so you can't use it right away anyway.
Thanks for the info, Pappy. The problem is solved then.
But this is also a hint on what type of perks the bomber ship parts should have and need:
- increased energy recharge rate (maybe relative to energy core weapon recharge ratings)
- increased energy pool for secondaries (so one can shoot more before the energy is emptied)
Also, since secondary weapon modifiers seem to be aimed at stocked numbers, and the bomber plays it on a completely different way, maybe we could have other ship parts/ weapon modifiers aimed at bomber gameplay?
- chance to increase secondary weapon amount/energy pool on kill.
- hull damage taken is harvested into extra secondary weapon amount/energy pool
- fires x secondaries at the same time, instead of only 1.
- double energy pool for secondaries, but it only recharges on kill/loot
Right, that too is in the current version. Back when i tested this, they can destroy missiles at 4000 meters. I think the normal range is 800 meters?
Anyway, the bug only happens in High-Risk Areas.