![]() ![]() Cool Gate: The jumpgates that link the sectors that form the demilitarized zone.Casual Danger Dialog: You and HIVE will sometime delve into this while under fire from enemy attacks.Charged Attack: The Shock Rifle does pathetic damage when fired, but if you charge it first, the damage unleashed will be many times more powerful.Bullet Time: The Time Extender, which boosts the pilots reflexes to superhuman levels for short periods of time.However, you'll eventually exhaust all your energy, forcing you to release the trigger button and let the energy core replenish itself. Bottomless Magazines: All primary weapons have unlimited projectiles, even ballistic ones.Especially foolish since he first activated his shields in response to you surprising him with a nuclear missile silo, and it takes five total nuclear strikes to bring him down. Instead of swarming you with his endless squadrons of cloned Okkar fighters, he sends two at most to harass you, while he shifts power from his unbreakable deflector shields to a slow-firing Wave-Motion Gun that can be blocked with a single asteroid. Boss-Arena Idiocy: The battle against Admiral Gorc's Colonial Warship would be unbeatable if Gorc showed tactics befitting an Admiral.However, they can disable an enemy ship for 8 seconds, leaving it vulnerable to your onslaught. Boring, but Practical: Stasis missiles are unspectacular because they do zero damage.In return, it has the highest energy capacity and regen with the highest amount of device slots. The Sentinel has average hull and engines, but the lowest amount of weapon slots. ![]() The Scout has the fastest engines with upgradable sensors for evading enemies and gunfire, but the lowest amount of hull and energy and lower item capacity. ![]()
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