These weapons are good for small to medium sized fighters as well as useful as anti-fighter weapons on larger ships. These facts make the Beta IRE a dubious choice for an upgrade to the Alpha IRE. While the range of the Beta is somewhat better than the alpha, the projectile speed is somewhat less. While the shield damage for the Beta is almost 2 times that of the Alpha, the hull damage is not even 1.5 times more. Unlike many of the other weapons, the Beta IRE is less efficient in damage per energy than in the Alpha. However, due to this weapons poor efficiency, damage, and range, it is unsuitable for use against stronger craft. Since a fighter's primary defense, especially the M5 scout ships, is speed, the ability to outrun or out-dodge incoming fire, a fast projectile weapon is ideal for taking out fighters. None of these faster projectile weapons are available for fighter class ships, thus making the Alpha IRE the fastest available for fighters. It does, however, have a very fast projectile speed, beaten only by the Kha'ak Kyon Emitter, the Pulsed Beam Emitter, the Flak Artillery Array, and the Ion Disruptor as well as some special weapons. It has low damage, low damage to energy efficiency, and a low range. The Alpha IRE is a typical start-up weapon that many of the poorer ships in the universe use. When a player sees orange projectiles heading towards their larger ships, they know they can safely ignore it in favour of concentrating on firing their own weapons and dodging more dangerous projectiles such as the green HEPT. The projectile appearance of these weapons is orange. The damage to energy ratio of these weapons is quite poor and so should only be used for larger ships if the player has no other choice. The short range of these weapons makes little difference when it comes to shooting down light fighters as light fighters are very difficult to hit at ranges greater than 1.5 km. These weapons, while very weak in terms of both hull and shield damage, have a very fast projectile speed and so are quite effective at bringing down M4s and M5s. The player should only fire different types of weapons at the same time if firing on a ship at near point blank range.įor a detailed spreasheet with the specific comparison of range, speed, damage, energy use, damage per energy unit, etc, between all the different weapons, see the external links at the bottom of the page. When more than one type or version of a weapon is installed on a ship, it is recommended that the player not fire all types at the same time as they tend to have variable projectile speeds resulting in the weapon projectiles not hitting the same target. In addition, all of them, with the exception of the Kyon Emitters, have faster or same speed projectile movement for the more advanced versions. With every type of weapon, the more advanced version (beta being more advanced than alpha) has a longer range, does more shield and hull damage, and uses more energy. Weapons can be bought and sold for profits, but they can also be utilized in the destruction of enemies.
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