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Rebel galaxy jettison cargo
Rebel galaxy jettison cargo







rebel galaxy jettison cargo

Sometimes turrets will try to hit ships outside their firing arc and miss, but this might be a bug. Laser turrets can not miss if the enemy is in it's firing arc and can blast through enemy ships easily, but they have long cool down before firing again. Sometimes turrets that are blocked by your ship will still fire, hitting your ship. You'll also see larger formations of ships, friendly and enemy! New mission types and random encounters appear when you reach the second system. I don't recall if they are in the first system or not. You can join the merchant guild and mercenary guild to get different missions and ships.

rebel galaxy jettison cargo

REBEL GALAXY JETTISON CARGO MANUAL

You can shoot down enemy missles with manual control on a turret, but any ship that shoots missles will spam them non-stop.Įnemy missles have a max range and will explode if they reach the max range. Your turrets can target enemy turrets, but will never do so if you don't set their targeting for turrets only. Even if they get really far away they always turn around.įighting around a friendly station is annoying as hell because your ship will auto dock when you get too close. While there is a weapon that disables a ships ability to warp, I have not seen any pirate ship warp away. The target setting resets when you get a new mercenary. If you don't do that they seem to always end up very far away. First thing you need to do is change their targeting from "any craft" to targeted or locked. Make sure to hire a mercenary and hire a new one when you get to a harder system. When missiles lock you, hold S for brakes and start flakking for best effect. The Flak secondary is really good for blowing up missiles, but if you are moving too fast the flak will detonate too far behind you to be useful. When you need that extra firepower, you can select the big threat in the scan screen and lock them (default E on keyboard.) Then your ordinance turrets will start to fire. Turrets that require ammo should be set to "Fire on locked targets only." If not, you will find them depleted after one or two quick fights. Skirt around the fringes of fights and take out the small fry before you go for the big fish, and avoid diving into the middle of a bunch of strike craft or you might have some issues. Bombers and gunships are deadly in swarms - but they are fast and easy to separate from the large ships they escort. Really hard fights should be handled one piece at a time. The mercenary you can hire for a few thousand at the first station is extremely useful for soaking up fire for you. They do good damage to all targets and have great range. MK1 Pulsar turrets - not broadsides, the turrets - are the most cost-efficient offensive item starting out. I got 30k out of 3 units of Designer Clothes about 5 times in a row.Įarly game, it is almost always more efficient to buy defensive upgrades first - you get more bang for your buck. Keep selling your expensive commodity and stealing it back. This works on any traders - ones you save at distress beacons, ones you save during missions, and random ones you see flying around. They will drop it (and anything else they were carrying).

rebel galaxy jettison cargo

After you sell them the commodity, you can demand their goods and then blow them up. If the expensive commodity is the only one in your hold, they may want to buy it and will usually offer wayyyy higher than average price in the system. Whenever you see a trader, hail them and ask to do business. When flying around, try to keep a few units of expensive commodities in your cargo - pure water or designer clothes are good ones. Not sure if it was a fluke or not, but this is how I stumbled on my first ship upgrade:









Rebel galaxy jettison cargo