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Star citizen dps calculator
Star citizen dps calculator














As heat isn’t much of an issue any more, you don’t need to worry too much about coolers currently.

STAR CITIZEN DPS CALCULATOR PATCH

There is a lot more balance coming later well beyond the 3.14 patch cycle and variants will return. As of recording it’s 1500hp for S1 Small Ships & Fighters, 7500hp S2 Heavy Fighters, 100k for S3 Larger / Multi-Crew Ships. High reward for the very close range scatterguns.Ĭurrently ALL SHIELDS are standardized for each Size so all S1 shields are the same no variant differences. Other weapons like scatterguns & disruptors are much more specialized weapons. They are not affected by power distribution AND other energy weapons won’t have to share their pools with them. They are great to use in Arena Commander where you can get ammo refills as power ups.Īnd used at the right times will rip a ship apart BUT require Regular Expensive Rearming AND you will be out of ammo very quickly.

star citizen dps calculator

They also have good shield penetration (directly impacting the ship) which scales up as a shield takes more damage. This does not mean that you cannot use them for dogfighting, just that they may lose out to repeaters.īallistic Weapons are Specialist with High Damage & EXTREMELY Low Ammo. Typical Dogfighting range is geared around 1.2kmĮnergy Repeaters S4 and below are focused dogfighting / anti-fighter weapons.Įnergy Cannons are more anti-larger ship now. At time of recording flares weren’t working but chaff or noise fields are working just fine. The appropriate ones for the missiles that are being used against you will be more effective. Launching lots of counter measures will help spoof. You can also choose / cycle which missile you want to use in the missile operator mode by pressing mouse 2 (if you have other types). You can fire before your missile has locked (after it’s armed which you can see on the HuD) this will dumbfire straight forward. You can choose to fire a burst of missiles – by press G to add missiles (alt and G will reset this to 1) You can wait longer for a better lock, making the missile harder to counter Wait for the missile to lock then fire with middle mouse Lock a target to start getting a missile lock (T) This will mean you lose control of your other weapons while in this mode.

star citizen dps calculator

In a single seater fighter you will need to go into missile operator mode to lock and fire missiles. Missiles are powerful mid range Weapons for use in dogfights against larger ships. There are more complex key bindings you can set for power, like no power to engines, which would then distribute all power to weapons and shields. If you don’t have any power allocated to a system then it won’t recharge at all. Practice will be key tho to get used to the system. You can and should change these power allocations on the fly during combat. (Max power to shields gives you Around 33% more shield health and reg times drop to about 33% of what they were.) Puts more power to Shields – Will have your shields more soaking more damage & regening faster. (Maxing out the system can see 20% more Capacity and a can half the recharge time.)

star citizen dps calculator

Puts more power to Weapons – Only affects Energy Weapons and increases their Ammo Capacity and Ammo Regen Rate. (If you put max power to engines you can have a 2.5-3 times faster regen AND your booster fuel is around a third more efficient) Using boost will give you more thrust on some axis based on your ship type.

star citizen dps calculator

Puts more power to engines – This will have boost regenerating faster and boost being more efficient costing less to use. You can hold the key to max power the system. Via the MFD moving the power indicator toward the system you want or via the F keys. You can adjust the Power for your ship in a couple of ways. The Power Triangle now has a much more direct effect on a ship’s systems. Manned Turrets have their own isolated weapon capacitor system which will regenerate weapons faster and provide a deeper pool. Different ships have different Capacitors and the amount, size and type of energy weapons will affect ammo capacity. There is a Shared “Power” Pool for Energy Weapons – The Less Energy Weapons OR if you turn some off, the more ammo cap there is for the remaining energy weapons…Įnergy Weapons recharge after not firing for a brief time.īallistics do not make use of this power. Weapons & Systems Overheating is something that is not really a problem in Star Citizen 3.14… power allocation and capacitors are the more limiting factors.Ĭapacitors have a shared pool of energy that your ship makes use of.














Star citizen dps calculator