Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I never tried beam against attacking bombers, good shout, thanks, will give it a go.
I managed to proton bomb a couple players accidentally, it was quite hilarious 😅
I've launched floating turrets in this game, and they seem to target whatever enemy is in range. It seems to prefer fightercraft, but I believe I have seen one shoot at a capital ship. I don't think capital ships have much trouble shooting down floating turrets, though.
I imagine the ion turret has the same capabilities as an ion cannon. I don't know how many shots it takes to disable a fighter, especially if charged, but not many. Four to six or so? Shields stop ion, but not for long since ion shreds shields. Then if ion hits an unshielded hull, it will do quite a lot of ion "damage", I think twice that of a laser. It says in the specs. Once the ion "damage" exceeds the hull damage, the component or craft is disabled.
Ion does some true damage, but not a lot. If you keep pounding at something with ion, it will eventually die.
It will take around 4 shots+ close together without missing to disable a tie or interceptor.
It is easier to disable a tie than an interceptor, as the shots need to be close together, otherwise the ionised loading circle goes down. Interceptor's being faster, the shots miss more on this one
It seems to disable a Reaper on the next shoot as soon as the shields are gone.
Disabled states seems to last about 5 seconds.
It seems to fire in all directions, but not under you.
It seems it will target at whoever is attacking you in priority, then whoever is closest.
Overall, not convinced. Needs testing in actual Fleet battle to see if there is an improvement in survivability during attack runs, that's really what it'd seem to be most appropriate for, as targets are less likely to move about dodging you when you're firing something else
That's seems to be close to what I found, thanks
In practice it did fire when I was locked on the friendly nebulon, and it seems to rotate and fire all around, so long as it's not physically lower than the turret, meaning not under it
When you shoot someone with ion, it fills up a circle with blue, and when they're disabled, it turns to a triangle
The things that help the Y-wing in dogfights are its shields and durability. The multi-lock missile is quite big, especially in the opening moments of fleet action. However, it's pretty much outclassed by everything.
If you go on proper bombing runs, like with at least a fighter flying cover and hopefully a support, the Y-Wing can devastate capital ships and do almost okay in a dogfight.
One of my less happy moments was attacking a Y-Wing from above and the guy had the turret and it picked me off.
I was flying low and I hit the wrong button. Instead of firing a multilock missile against the player in front of me I fired a bomb and the next thing I see is I killed the poor bastard behind me.
But the most hilarious thing that has happened to me was seeing all my squad dead during the assault, then the "Prepare to defend" message, and right when I tried to head back I literally bumped the Star Destroyer and accidentally destroyed it. I am not even joking, I bumped a star destroyer, saw the "hull section destroyed +150" and Star Destroyer destroyed message, New Republic win blah blah blah.
🤣 I didn't know crashing did any damage to cap, must have been a blaster shot away from done !