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Starmade capital ship
Starmade capital ship







In this menu you can also tweak your weapons in the right pane, meaning that you can distribute the 100 points available in that weapon to whatever trait you see fit. Now this weapon will show up in your hotbar in flight-mode as the main block for that weapon type, select it with the corresponding number and click to fire it. In this interface you will see a list of all available weapons on the left, click the weapon you want to link from this list and press a number from your hotbar to connect that weapon system to that number. Set up some weapons on your ship according to the guidelines above and open up the weapons menu with t to enter the interface through which you link and tweak your weapons.

#Starmade capital ship how to#

Weapons and other usable modules need to be linked to a number on your hotbar (1-0) to be usable in flight-mode, here's how to do this: Once fired the SD-BB will retain its lock even if the the firing ship has disengaged. To lock on to a target, select the SD-BB you wish to fire and aim at the desired target, your reticle will now slowly turn and shrink until it lock in place, indicating that the target has been locked, do not look away from the locked target for too long before firing or you will lose the lock. Perhaps the most useful missile of them all, the SD-BB is a missile that can either be fired straight forward like a d-1000 or it may lock-on to any non-friendly target you aim at.

starmade capital ship

They currently also still target turrets attached to the ship they came from if they do not belong to the same faction, making them almost useless if used by a ship with turrets and no faction. The SD-KB will however target ANY target within its range, meaning that it might lock on to a different enemy than you might have hoped, or even your own ships if they are not part of your faction yet. They have a limited amount of maneuverability, so nimble ships will be able to shake these missiles fairly easy up close. The SD-KB is a heat-seeking missile that will lock on to the nearest non-friendly target and attempt to hit it, it will explode on impact or self destruct when it reaches its maximum range (like the d-1000). These missiles do more damage than their guided counterparts to make up for their lack of guidance, making them more suited for attacks on big targets like capital ships and planetary bases.ĭ-1000s are surprisingly effective against shielded pirate ships, bypassing their shields all together. The d-1000 is a dumb-fire missile launcher, meaning that upon launch the missile will fly straight forward until it either hits a target or hits its maximum range, and causing damage within its explosion radius, currently ignoring multiple layers of blocks (meaning that the explosion will damage all blocks in its radius regardless of the amount or type of blocks in between). They will fire at where the pilot's cursor is currently pointing, unless he is pointing at an empty area of space, in which case they will fire straight forward. They must be linked to a weapons computer that's been assigned a hotkey through the weapons menu in order to fire them, more on this a little further on. The Antimatter Cannon, or AMC, is your classic all-round energy weapon that fires bolts of energy at a relatively high rate that will increase (alongside its damage) by connecting more AMC blocks.

starmade capital ship

There are a few different kinds of weapons in StarMade: the Antimatter Cannon, or AMC for short, that fires rapid energy bursts, the d-1000 dumb-fire missile, the SD-KB heat seeking missile and finally the SD-BB lock-on/dumb-fire missile, now let's go over each one and see what it does, how it works and how you should or shouldn't use it:







Starmade capital ship