Shipwright Archive

Thread: help with Mark IV weapon

S-1-l2-H-C
Sun Dec 19, 2004 12:16 am
#14

i disagree with using shield/armor component. all they do is make it more effective on one and less on the other, they dont add to the average damage output. if you a max damage or refire rate component you will make it better agianst both.



____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
Ackdel
Sun Dec 19, 2004 8:57 pm
#15

I'd definitely go with refire rate. With Weapons Overload 3 and Capacitor Overload 4, energy per shot is basically irrelevant. Refire rate's very important.




Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
Chiwawa
Mon Dec 20, 2004 9:10 am
#16

If you really want to make a lasting impression go for a reverse engineered weapon.

I just made myself a nice level 8 tri cannon - 2500/3850 damage, 13.1 egy per shot, .35 refire, 26500 mass, .660 effective on both

Its on my A wing along with my RE6 95 max speed engine

Yes it rules
Yes I NEVER run outa cap

If you really want the best, you need to hold onto good parts and reverse engineer them.

But if you want a quick fix go for the reduced energy variety

Regards
FlereImsaho
Mon Dec 20, 2004 11:06 am
#17

Not running your capacity to its limit is a waste. EPS should tax your weapons without causing you to bottom out too much. I'm flying a TIE so can't afford mass for ordinance, however when I can afford it I would use ordinance to relieve my capacitor when it nears its limit. I go with the principle of hit them hard and fast, if your shooting is accurate running low on your cap just means your foe is gone or is near to it, thus allowing cap to re-charge between foes.



Gurgeh (MCH/MBE) - If it bites I've got it
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