Pilot Archive

Thread: When outfitting a Krayt...

GileHarleen
Sun Jul 10, 2005 11:41 am
#1

What weapon points are the best to arm? Ihave already seen that theKrayt has it's fair share of bugs so I want to make sure I'm doing it right.



Gaile Harleen


Ace Pilot - Master Rifleman - Master Shipwright


Because self-reliance is sexy.


And it's not our fault - it's just your own new suicide.

FLMOPE
Sun Jul 10, 2005 11:42 am
#2

Just remember gun 2 is the turret controled by a gunner not the pilot.



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Praetor Darkmind Rebel Ace Pilot. Master BH Nothing to hunt..

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607th New Avalon Fighter Wing
Portabelle
Sun Jul 10, 2005 1:01 pm
#3






GileHarleen wrote:

What weapon points are the best to arm? Ihave already seen that theKrayt has it's fair share of bugs so I want to make sure I'm doing it right.




I have 3 RE'd level 8 Borstel Reward Gunseach doing 3876-3900+ max dmg and I currently have a RE'd level 7 Ionic Pulse Reward Gun doing 3100 max dmg as my gunners gun. I have used a variety of RE'd looted guns in my Krayt without any problems. I have heard that some level 10 guns will not fire when loaded and those in particular need to NOT be the first gun put into the component tool for RE.




Celestial Body Trueheart
Elder Master Rifleman, Elder Master CH, Master Spy, Ace Neutral Pilot, SS
Merry Trueheart
Master Merchant, Master Architect, Master Shipwright, Ace Neutral Pilot, SS
http://www.angelfire.com/cantina/celestial/L10_Engine_Pre_RE.jpg>104.2 SPEED L10 ENGINE PRE-RE / GALAXY APOCALYPSE L10 GUN
http://www.angelfire.com/cantina/celestial/Galaxy_Comet_QID.jpg>QID ENGINE RE / GALAXY REWARD SHIELD / L7 REACTOR RE
L8 REACTOR RE / GALAXY ULTIMATE L10 CAP RE / ULTRA L2 CAP RE
HAWKEYE ADV XWING / GALAXY CRUISER KRAYT
GALAXY CLASSIC KSE / GALAXY DUNEBUGGY
http://www.swgct.co.uk/ships.php?id=138&showcomps=false >GALAXY SPEEDER VAKSAI / GALAXY LIGHTNING HEAVY SCYK
JaekeW
Sun Jul 10, 2005 1:32 pm
#4


gun 1 is top , gun 2 is turret, gun 3 is bottom, and gun 4 is on the wings.


I usually just arm gun 1 and 3 in mine, 4 is good for a mining laser


arm gun 2 if you want a turret gunner



Expired Dec. 10 2006.
"I'm going on a very long holiday. And I don't expect I shall return. In fact I mean not to. " --- paraphrased with apologies
GileHarleen
Sun Jul 10, 2005 3:17 pm
#5

Hrm ok. The bugs I'm referring too involve the turret. If I have a gunner, it shows there's a second gun on top of the first one. And if the co-pilot fires, a blast goes in the direction they were pointing, and straight in front of the ship. I can also fire that top cannon. I'm guessing it's one of those glitched cannons you're referring too? And what if I have one, will it not go in the slot, won't it fire, or will I just not causing damage with the cannon?



Gaile Harleen


Ace Pilot - Master Rifleman - Master Shipwright


Because self-reliance is sexy.


And it's not our fault - it's just your own new suicide.

Coreena
Sun Jul 10, 2005 3:24 pm
#6

Yes, I think thats one of the bugs, but i'm pretty sure the "bugged" shots to the front of the ship don't do any damage only the ones going where the gunner aims count.





Coreena Telios
Master Dancer
Starsider Galaxy
Coreena
Sun Jul 10, 2005 3:26 pm
#7

Oh and you firing that top gun, might simply be your gun #1 that one is over the cockpit, might look like it comes from the turret.

If you equip/unequip your guns in the management screen and watch the little picture closely you see the guns apearing and disappearing.





Coreena Telios
Master Dancer
Starsider Galaxy
psikobunny
Mon Jul 11, 2005 12:09 am
#8

The only bugs the Krayt has are that a few loot weapons dont work right. Other than that the ship is a dream.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



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