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-John-





Joined: 16 Feb 2011
Posts: 232 on topic
Location: US
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PostPosted: Mon, 17. Apr 17, 01:40    Post subject: Reply with quote Print

Thanks guys!!!!!!! Finally,lol. Got one today.
John

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Ripskar





Joined: 22 Feb 2010
Posts: 1552 on topic
Location: Cestria
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PostPosted: Mon, 17. Apr 17, 02:48    Post subject: Reply with quote Print

Congrats mate.


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jlehtone



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Joined: 23 Apr 2005
Posts: 16775 on topic
Location: GalNet BBS
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PostPosted: Mon, 17. Apr 17, 16:50    Post subject: Reply with quote Print

-John- wrote:
Finally,lol. Got one today.

Good. If they now start to drop like flies, then it cannot be conspiracy ...


How many times you have seen a ship turn blue only to demolish a second later due to the extra shots (or missiles) that you/somebody else shot before realising that you need not?


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Honved





Joined: 20 Jun 2010
Posts: 1069 on topic
Location: PA, USA, Terra, Sol System
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PostPosted: Tue, 18. Apr 17, 14:51    Post subject: Reply with quote Print

jlehtone wrote:

How many times you have seen a ship turn blue only to demolish a second later due to the extra shots (or missiles) that you/somebody else shot before realising that you need not?

Worse, how many times have you had an enemy ship turn blue, you fly up near it, eject, and start moving toward it in your spacesuit, only to have a late arriving missile (launched from somewhere beyond your own ship's scanner range) suddenly blow it up in front of you? I hate when that happens.

One of the positives of Phased Repeater Guns is that the high projectile speeds mean very little ordnance is enroute to target at any given moment. The low per-shot effect combined with a high rate of fire and fast bullet speed insures that the damage is very controllable. I often use 4x or 6x PAC to take down the shields and eat into the hull a bit, and then switch over to short PRG bursts to tease a bail, because I'm far less likely to kill the ship accidentally.

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jlehtone



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Joined: 23 Apr 2005
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PostPosted: Tue, 18. Apr 17, 20:21    Post subject: Reply with quote Print

Occasionally, after you have ejected, your ship rotates. That is quite scary, if it doesn't stop in time.

More predictably, ejecting from a moving/strafing ship won't stop the ship. Being hit by poorly parked vechile ...


E good thing, when starting to use a new ship is to eject and memorise where and how far your suit is. That is the spot you want near the hulks you want to claim.


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Honved





Joined: 20 Jun 2010
Posts: 1069 on topic
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PostPosted: Fri, 21. Apr 17, 17:21    Post subject: Reply with quote Print

The real shocker was ejecting to claim a bail, flying up to it, reaching for the "Claim" key, and suddenly there are bolts of energy all over the place and a "Game Over" message pops up. Apparently, as I discovered after a reload, some nit-wit NPC civilian had decided to crash into my station on the other end of the sector sometime earlier. The Argon authorities dispatched a fleet to make sure that the offending station (or anything allied to it) never killed again, and those "friendly blue Argon ships" happened to pass near me along the way. "Defender of the Empire - Shoot on Sight". As I abruptly discovered, Spacesuits don't handle PPC bursts well.

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