Guide and passage by star wolves 2: Civil War
It has been proved more than once that if truly devoted fans take up the case, then ultimately something beautiful awaits us. You can give a hundred examples, take the brightest: OOO modification for Oblivion, AMK for Chernobyl shadows, Fallout Restoration Project, and there is also a Seaward team.ru, which is known for the addition of the “Return of the Sea Legend” … Elite Games Team has a similar story. They started with the simplest modifications for the "star wolves", and then released a great addition to the "Heritage of the Empire" ..
“Star Wolves 2” came out, failed (the history of “Corsarers 3” is repeated, do not find?), fans were upset and … decided to take the continuation in their hands. Boldly rejecting the history of the second part of the game, the developers continued the "Heritage of the Empire". We are waiting for familiar characters, a huge universe and, of course, adventure!
Hostage of the situation
Our hero sat at the desk for most of his life and ruled transportation. He had a small company that brought a comparable income. Close -up contracts occurs occasionally, and thanks to impeccable reputation, the company often received orders from large corporations.
Everything went fine: stable profits, friendly relations in the team, minimal problems with pirates and law. But once the transporters went on a flight and … disappeared. Nobody could find on the official channels, the unofficial were also silent. The owner of the company decided not to wait for the weather by the sea – he sold all simple property and flew to look for friends … on a small trailer. But he did not know where these searches would lead him. Soon a real base ship, fighters and new friends appear in the hands of the hero who are ready to help him.
The story of the game begins after the addition "Heritage of the Empire". Since "Star Wolves I" there have been many changes in space. The old empire split, the emperor fled, the new empire actively seizes power. There is a war, and in general confusion the pirates are atrocious. In this “favorable” environment, we will look for friends, and along the way we will have to save the world. A familiar tie, something was already … I remember, they sent me to somehow find a water chip, but I had to save the world.
Inheritance
The appearance since 2005 has not changed. An improved, but already somewhat outdated engine, like four years ago, is not going to pamper us with shaders, blurring post -proceedings and all kinds of other newfangled ones and already kind of mandatory reason. However, the spinal-Isometric Fallout is still beautiful, and its insides with more than pay for all the lags in the graphics. Yes, and the “Mor”, frankly, did not shine with the technological work, which did not prevent him from becoming a game of the year according to the Vig.
Yes, you guessed. "Star Wolves 2: Civil War" can really be compared with the best role -playing games. And in the front rows it persistently climbs Fallout. It’s just not immediately clear what the raven looks like a desk, that is, the labyrinth of the populated systems – on the scorched wasteland. But there are actually a lot of contact points. We will find them now.
Chosen in space
So what are the post -apocalyptic role -playing game and tactical (nominal, since it is also very role -playing) in space? The answer is simple, but at the same time very much. Their spirit, elusive internal energy, which adds to you for many hours in a row. This magic (sometimes also called the "atmosphere") of the game consists of many different parts. Fallout steams the imagination and asks questions to which I want to look for an answer, by the very similarity of the game world with ours; He gives a pair of proposals a primitive figure of the urban layman; Interesting tasks with many solution options involve you in the life of this world and make it part.
"Star Wolves 2: Civil War" plays the same performance. One big and bright picture is made of small details. For example, for the appearance, the indescribable beauty of the cosmos is responsible. And even if the pictures are flat, and you can’t fly to the planets, but all this successfully fulfill the main task – it creates the mood, gives the initial impetus to the imagination, the world begins to come to life, and the incomprehensible luminous circles on the surface of the planet become huge cities, whose inhabitants look at the stars and with with and with Anxiety listens to the next release of galactic news.
Residents
The second basic element – characters. The inhabitants of the cosmos are not just static pictures within the framework, but personality. For example, a swallow is a opponent of cruelty, but forced to contact the pirates, and before that she transported smuggling. She honestly admits that she had to join the filibusters, although she would love to leave them. After salvation, she remains in the team, because deep down she dreams of doing good deeds, it just has not succeeded.
Che – another matter. Reckless daredevil. In one of the missions, the pirate cruiser almost takes on a ram. Well, what did you expect from the character with that name? And in conversations he stands out – a sonorous voice, enthusiasm and inexhaustible energy. War for him – entertainment.
Alexander Sukhov has a model appearance and a solid character, which does not fit slightly with this appearance. She, in fact, had a career of a model or TV star, but she decided that she did not want to be a beautiful toy. Alexandra became a lawyer and fought for justice in the old empire, which led her … to the new. The girl tiredly fought against lawlessness until she crossed the road to someone in power. I had to run, and in the new empire, thanks to the strong character and thirst for justice, Alexander quickly noticed and entrusted the command of the secret military unit. Her character traits are manifested in dialogs. Alexandra softly, but nevertheless steadily stands on his own and without hesitation makes important decisions.
The main characters are worked out excessively. Satellites in Star Wolves often enter into disputes, offer their own point of view, participate in the life of the teams, and not just formally. If one of the followers does not like your decisions and actions, he will simply leave the detachment. An extensive system of influence, as in Neverwinter Nights 2 or Knights of the Old Republic, is not here, but what is enough.
Story
The third, and one of the most important, element – tasks and plot. Here are “Star Wolves”, perhaps, my beloved Fallout (yes, yes!). Marvelous? Another how!
Most tasks have several solutions and development options. For example, we can say hired guards that we are looking for a cache of the pirates. Mercenaries do not expect fierce resistance, they may even die and refuse to help … And on the way back, pirates are just waiting for us. A lot of pirates. On the other hand, I don’t want to tell what we are hunting for, because these mercenaries can take the load for themselves, and leave us only burning fragments.
It seems like such a simple choice and only two options (this is not even a task, but a dialogue inside the task), but here you are already the first element of wins. Who you are an honest free merchant or deceiver who risks people for the sake of profit?
Further in the plot there are more complicated tasks, in some options there are more than five (and how many alternatives give birth to subparagraphs – do not count!). Take a mission for the delivery of uranium. We are flying as part of the convoy, upon arrival we are blocked by pirates. What to do? You can defend yourself, but there are really many enemies. Can be sent to the pirate fleet of the Brander, and then finish them off. You can attack yourself (pure suicide). You can send part of the escort to the flank, and hit the forehead yourself. You can, on the contrary, go to the flank while the main part attacks. You can defend yourself, weaken the enemy, and then counterattack.
And you can also find out that the commander of the transporters drains information to the pirates. Finally, you can just give the load and remain unharmed.
There are no standard answers of the type: good, neutral, bad. Our character does not have a fixed worldview, there is no framework – you can act as we want. And depending on this choice the world will change. The ending in the game is made in the manner of Fallout 1 and 2. We will find out what our actions led to, what has changed, what a trace we left.
And such a completion of history helps to believe in the world.
As for the latitude, in the “wolves” of a lot of branches and methods of passage: the old empire, new, corporations, branches of characters … I am not even sure that I know everything and I can’t even imagine how many tasks and events are in the game, because for two passes I have not been able to visit two -thirds of the galaxy.
Music of stars
Recall Fallout (this time the second part). The city of Den is lawlessness, anarchy, slavery, gambling and drugs. A sort of New Reno in miniature. Here, terrible things are going on to death. The corresponding music is alarming, as if an ill -wisher is waiting for us at every angle. Or Broken Hills, where the howls of sirens and piercing notes cause an unpleasant feeling of anxiety and anxiety. Something is clearly wrong with this city ..
In the "Civil War", the melodies are surprisingly selected for sure. In battle – they are dynamic and incendiary, perfectly convey dashing maneuvers and desperate volleys of laser guns. Music gives the feeling that our detachment is something like a justice league, sort of remote guys struggling with piracy and injustice … But this is if you have chosen such a role. I wonder how the music will sound if you go not quite legal and "kind"?
Outside the battle, a separate selection plays, a lot of which you can listen to and outside the game. All compositions lie right in the OGG game folder and are recognized by Winamp without any additional manipulations.
Here you have a kind of skewer game. Various little things (like the worked out history of the world of the iot to the previous parts) also contribute. I think you will understand everything when you meet the Admiral of the Red Corsair, or find a pirate treasure, or … God knows what else can happen.
This is interesting: While I wrote this article, the developers added acceleration of time eight times, and at first there were only four. So they removed long flights between the systems, in one fell swoop destroying all possible complaints in protractedness, boredom and other hereditary diseases from Star Wolves 2.
Verdict: Another proof that when fans are seriously getting down to business, everything turns out. “Civil War” from Elite Games came out so beautiful that I boldly put it on a shelf next to Fallout and Arcanum. "Magic" exists even in space – it is in the "Civil War".
[[Break]]
Wings
Supporting heroes – ships: fighters, missile carriers, cruisers. Less, more, durable and not too much – we fly the whole game on them. In the “Civil War” due to the non-linear plot, freedom and initial accessibility of many devices, their role has changed a lot for the team. Let's look at each separately.
First generation
• Fighter-interceptor "Briganda"
Shield: 50
Armor: 90
Maximum speed: 700
Maneuverability: 105
Radius Radara: 135
Type and number of guns: large, 1 pc.
Missile pendants: absent
Systems: 1 pcs.
Manufacturer: no longer produced
A morally obsolete fighter who was one of the first ships adapted to carry a heavy gun on board. Thanks to the debugged technology and a successful layout, this model was made without special changes for almost forty years. Currently, interest can only be of exceptionally low cost.
Most often, this junk is found in the links of pirates or very poor mercenaries. Everything is bad in Briganda: at the initial stage, you can’t find a good big gun (not to buy), the system is only one, so you will have to choose between the strengthening of the shields and … to everyone else. Even from laser weapons will not save even … um, nothing will save.
• Special purpose fighter "Machete"
Shield: 75
Armor: 90
Maximum speed: 700
Maneuverability: 120
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: absent
Systems: 3 pcs.
Manufacturer: no longer produced
The unusual design of this ship is a consequence of its special purpose: ensuring support for space fighters using special systems placed on board. The first episodes were produced for the VKS in several modifications: anti -missile, distant detection, repair and special intelligence. After modernization in 2182, it became possible to convert the ship to perform any task in the field by replacing unified system modules.
Surprisingly, a good ship that can serve up to the third generation. He does not know how to use missiles, but three cells for systems with more than compensate for this: you can also put the shield generator better, and active pro, and even an accelerator. In addition, Machete has two pylons for small guns, of which at the beginning of the game – in the excess.
• Light attack aircraft "Naginata"
Shield: 50
Armor: 120
Maximum speed: 800
Maneuverability: 90
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: 2 pcs.
Systems: 1 pcs.
Manufacturer: no longer produced
The first -generation attack aircraft, which had good speed and protection for its time. After modernization in 2179, he received modern electronic equipment and the ability to carry any types of missiles on two standard suspension nodes. Although morally outdated, this ship found its application in the civil war, when, in the conditions of a lack of combat vehicles, it began to be used as a light missile carrier. The most popular the ship was gained among the pirates and the forces of the colony self -defense.
Not the best choice at the start, as the missiles are hit hard. Cheap uncontrollable "darts" look sluggish as an alternative. It is better to choose something more serious.
• fighter of the superiority of Escalibur
Shield: 50
Armor: 130
Maximum speed: 750
Maneuverability: 120
Radius Radara: 135
Type and number of guns: large, 1 pc.
Missile pendants: 2 pcs.
Systems: 2 pcs.
Manufacturer: no longer produced
Created as a fighter of the conquest of superiority in space. To fulfill this task, he carries solid weapons: one “large format” gun, missiles on two standard suspension nodes, as well as two hanging systems (classic version – anti -missile and emergency repair). The ship turned out to be effective, universal, capable of solving a wide range of problems. Recognized as the best fighter of the first generation, he successfully competed over the years with more modern and expensive ships.
One of the ships favorite pirates. Carries missiles and a large gun-there are enough calls for one or two, and then the enemy either surrenders or dies. Of course, provided that this enemy does not have a high -tech pro. In this case, the Excalibur dies, and even emergency repairs will not help him.
• Fighter-interceptor "Yari"
Shield: 50
Armor: 100
Maximum speed: 850
Maneuverability: 110
Radius Radara: 135
Type and number of guns: large, 1 pc.
Missile pendants: absent
Systems: 1 pcs.
Manufacturer: no longer produced
Even now, this fighter surrounds the halo of elitism, but either a desperate brave man or a fool can go on it against modern ships: in terms of its characteristics, Yari is significantly inferior to fighters of the second and third generations. The sample was discontinued in 2205, and many existing cars were sent for long -term storage to the VKS stores or fell into the open market. Now ships are actively used by a patrol, as well as pirates and colonies self -defense forces.
Fighter useless for our detachment. Too weak and often found in the pirates detachments that fly on any garbage.
Second generation
• Light fighter "Petrel"
Shield: 150
Armor: 220
Maximum speed: 950
Maneuverability: 160
Radius Radara: 135
Type and number of guns: large, 1 pc.
Missile pendants: 1 pc.
Systems: 2 pcs.
Manufacturer: Old Empire
In this machine, the classical concept of a heavy fighter gained embodiment at a new technical level. In addition to its highly specialized purpose, the ship is able to solve many diverse additional problems that arise in modern battle. This is achieved by installing a heavy gun, a unified missile launch unit and two on -board systems. High speed and maneuverability still make the "Petrel" with a dangerous enemy in close combat.
Second -generation fighters are much better than samples of the first, at least according to the indicators of armor and shields. However, in general, it is the "Petrel" who cannot be called a good machine. Yes, it is fast and relatively durable, but carries ridiculous weapons. One missile suspension is only suitable for torpedoes, and there is nowhere to use them at this stage.
• Heavy fighter "Cleaner"
Shield: 150
Armor: 300
Maximum speed: 800
Maneuverability: 140
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: No
Systems: 2 pcs.
Manufacturer: USS Corporation
A heavy fighter, during the development of which the designers pursued two goals: radically increase the firepower and maintain high speed and maneuverability indicators. The first was achieved by installing two “large format” guns at once, and to solve the second problem, I had to abandon missile weapons and resort to an unusual layout. The fighter turned out to be short, wide, sharply distinguished among its "classmates". Despite the fact that the pilots of the VKS initially took this ship warily, they soon appreciated its good tactical possibilities. Currently, the fighter is still in service with the Empire, and there is a rumor that USS has deployed two workshops for the assembly of "Cliners", which equip small sabotage units.
My favorite second generation car. There is everything you need: relatively good speed, strong armor, two pylons for large guns. You can put a couple of lasers or plasma guns and cut down the most strong goals with this fighter. He can handle it. Systems are also useful, which, of which the “cliner”, is honest, is not enough.
• intelligence "Raptor"
Shield: 200
Armor: 200
Maximum speed: 950
Maneuverability: 160
Radius Radara: 135
Type and number of guns: small, 4 pcs.
Missile pendants: No
Systems: 3 pcs.
Manufacturer: Old Empire
Developed in accordance with the concept according to which the main weapon of the intelligence ship is the speed. However, the chief designer, contrary to doubts of the corporation’s leadership, achieved the installation of not two, but four small guns on the ship. As a result, the fighter turned out to be unexpectedly “toothy”, capable of standing up for himself in difficult situations. In the arms market, the success of the “raptor” was so significant that it was positioned in several categories at once, displacing specialized missiles, repairmen, ponders and even light fighters from its traditional niches at once.
Wonderful ship from all sides. Great speed and excellent maneuverability in the hands of an experienced pilot work miracles (skills improve indicators). Four small guns are serious power, especially if you install not ordinary M-150 Tetsubo, but berserkov lasers. Or rate of fire guns of strangers.
In addition to strong weapons, Raptor also carries three systems, and this is an excellent tank for the support machine (repair, missile defense, secrecy), which will not only be able to stand up for himself, but will let the enemy light up that he will not have time to realize this.
• Light fighter "Tai-Flay"
Shield: 150
Armor: 210
Maximum speed: 1000
Maneuverability: 180
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: 1 pc.
Systems: 2 pcs.
Manufacturer: Old Empire
Light military warfare fighter, demonstrating record speed indicators, excellent maneuverability and universality of use. These outstanding qualities were achieved by refusing to install massive and bulky guns of the "large format". In order to somehow compensate for the lack of firepower, the development of a small generation of a small gun (subsequently adopted by the designation of the M-103 "Bulava") was carried out in parallel. The massive use of new light fighters brilliantly confirmed their combat effectiveness, in particular, during the operation “The Fall of Titan”, when the aggressive raids of Tay-Flaev on the communications of the rebels decided the outcome of the battle.
Light fighter "Tai-Flay" is too easy. He is only 50 units faster than Raptor, but loses these units in shields. The missile suspension does not compensate for two small guns. A weak and fragile fighter is suitable only for sale, it is better not to fly on it.
This is interesting: Yes, in the Universe of the Star Wolves there were also "star wars". The form of a fighter is not reminiscent of the Taurus of the Empire?
• AuthorMIMS “Hammerhead”
Shield: 100
Armor: 280
Maximum speed: 700
Maneuverability: 180
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: 2 pcs.
Systems: 1 pcs.
Manufacturer: Disabled from production
At the time of its appearance, he was a real “flying tank” capable of withstanding strong enemy fire. But after the development of new series of protective fields, he lost his main dignity – the advantages of a seriously brown corps. Currently, most pilots consider this ship to be clumsy and weakly armed, although it is still used as a cheap platform for missile weapons.
It is found mainly in pirates. They love lightning rocket attacks, and this fighter is no longer suitable anywhere else. Too small the shield, and structural damage is already very difficult.
The third generation
• STRUCTION-RAKETOLSK "BAZPLE"
Shield: 200
Armor: 450
Maximum speed: 800
Maneuverability: 130
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: 4 pcs.
Systems: 2 pcs.
Manufacturer: Disabled from production
In 2199, the appearance of this promising missile carrier marked the beginning of a new concept of cosmic battle. Previously, military theorists believed that the destruction of large ships required a massive attack of fighters, attack aircraft and corvettes. The first use of the new missile carriers showed that the missile volley of one specialized squadron is able to disable a whole squadron as part of an auxiliary aircraft carrier and several escort ships. It was thanks to the massive use of missile carriers that the VKS fleet managed to achieve a decisive superiority over the army of the berserkers. Now Baydent is almost universally removed from combat duty, and a large batch of these ships was put up for sale.
A terrible opponent for those who neglect the missile defense. The "Baydent" link easily disables any unprotected target, from a small fighter to a base or corvette ship. Many pilots fly on these ships, and the military love them especially. See the “Bayn student” – switch to missile protection mode, live longer.
• STRUCTION-RAKETOLSAR "ERIZER"
Shield: 250
Armor: 400
Maximum speed: 900
Maneuverability: 175
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: 1 pc.
Systems: 3 pcs.
Manufacturer: border guards
"Eraizer" is a deep modification of the Kleiner fighter, conducted by the craftsmen of the border sector. Its armor and shield were significantly reinforced, to the standard set of two heavy guns managed to add a missile launch suspension. In addition, Eraizer acquired another module for connecting the attachment system, approaching its tactical and technical characteristics to the Tiger VKS. Like other ships created by border guards, Eraiser is a piece of goods that are extremely difficult to meet on sale.
Possible replacement for the "Cliner", but … not critical. “Eraiser” is good, but expensive enough to tolerate to the fourth generation and transplant the pilot to something more dangerous and armored.
• Light fighter "Raptor-T"
Shield: 300
Armor: 400
Maximum speed: 1000
Maneuverability: 210
Radius Radara: 135
Type and number of guns: large, 1 pc., Small 4 pcs.
Missile pendants: No
Systems: 2 pcs.
Manufacturer: Templars
The high -speed and well -armed "raptor" immediately liked the leaders of the Templar Order. Having increased the power of the power plant and strengthening the frame, they were able to put additional armored plastins, a new engine and a heavy gun in addition to a standard weapon. A number of improvements were included in the management, repair, navigation and radio discharge systems, which forces to classify the Templars' fighter as a unique development. Like all the ships of the order, Raptor is not found either in open sale or in the black market. The white color of fighters indicates the ordinary member of the order, black – to the leaders.
A wonderful machine, especially if you have learned to adapt the technologies of berserkers or strangers. It is no longer suitable for supporting the “raptor-T”, but with a pair of shield generators and evil guns, it calmly fights the whole links of the pirates, and with any fourth-generation ships fights on an equal footing.
• Light fighter "Style"
Shield: 300
Armor: 350
Maximum speed: 1000
Maneuverability: 200
Radius Radara: 135
Type and number of guns: large, 1 pc.
Missile pendants: 1 pc.
Systems: 3 pcs.
Manufacturer: USS Corporation
"Style" was originally conceived as a ship intended to combat light fighters. The armament consists of a heavy gun and missile installation, and the ability to carry on board three hinged systems and high running indicators made this fighting vehicle a dangerous enemy even for ships of their class. The fighter is able to perform a very wide range of tasks. However, such versatility does not quite meet the requirements of the regular fleet, which still appreciates the ships of a narrower specialization.
So we will appreciate the narrow specialization. "Style", frankly, is not impressive. You can only put some branded systems on him, who does not know how to shoot. And only so.
• Tiger heavy fighter
Shield: 250
Armor: 450
Maximum speed: 900
Maneuverability: 170
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: No
Systems: 3 pcs.
Manufacturer: Old Empire
Heavy fighter armed with two large guns and capable of carrying three systems on board. It was created at the turn of the century as the most massive fighter for the VKS and the patrol. Then the concept of a narrow specialization of ships dominated, and the technical task did not provide for the installation of missile weapons. The development was delayed, and by the time the fighter was launched into the series, he had to compete not with second -generation ships, but with the latest samples of his class, the advantage over which was no longer so obvious. The mass production of the fighter began in 2207, and the Tiger became the main strike ship of the VKS. After some time, the “tiger” appeared in open sale.
A good fighter, but completely loses to the five-pushstoye "raptor-t". “Tiger” does not have enough firepower, but as a replacement to the “wedder” it will be very good, since it is twice stronger in all respects for all indicators.
• Light fighter "Black Petrel"
Shield: 250
Armor: 350
Maximum speed: 1000
Maneuverability: 190
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: 1 pc.
Systems: 2 pcs.
Manufacturer: border guards
In the border sector, a good fighter is a rarity. Here you rarely find ships of the third or fourth generations, however, the techniques of the border worlds, thanks to deep modification, manage to achieve similar indicators from elementary ships. One of the most successful such “self -use” is “Black Petrel”. Preserving and improving the excellent running qualities of the original "Petrel", the craftsmen managed to add another heavy gun to the ship and strengthen its armor. And although the ship can now argue in firepower with other representatives of the third and even fourth generation, its vitality still leaves much to be desired.
Not bad in the hands of mercenaries, rarely falls as part of pirates. “Black Petrel” – the car is not bad, but not too tenacious. Already in the third generation, the enemies will have plasma and heavy lasers. One or two salvos-and the pilot hangs in a rescue capsule.
• heavy fighter "Jaguar"
Shield: 300
Armor: 450
Maximum speed: 900
Maneuverability: 165
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: 1 pc.
Systems: 2 pcs.
Manufacturer: New Empire
Several large defeats at the beginning of the war forced the new empire to spend astronomical amounts on the structuring of military units. After long debate, it was decided to use the Inoco Corporation project as a heavy shock fighter, which received the Jaguar ThFA index. The cost of this ship is approaching the cost of the “Tiger” of the VKS, but the “jaguar” is more strong and capable of carrying on board, except for two heavy guns, also a missile installation. However, the ability to install only two systems greatly reduces its tactical flexibility.
The differences with the “tiger” are actually not so significant, but, choosing between them, it is better to prefer “jaguar”. Even an amateur in a missile case will be able to send penny “darts” (and analogues) to the target. Not everyone will fall, but those that will nevertheless cause damage, will just ensure superiority over the "tigers".
The fourth generation
• heavy fighter "Hanslinger"
Shield: 350
Armor: 700
Maximum speed: 900
Maneuverability: 210
Radius Radara: 135
Type and number of guns: Big, 3 pcs.
Missile pendants: absent
Systems: 2 pcs.
Manufacturer: USS, Inoco and Triada Corporations
Hanslinger was planned as an attack aircraft, which, in addition to the advantages of ships of its class, has high running qualities. The resulting car became the most powerful and dangerous ship among fourth -generation fighters. Great protection, good speed and maneuverability indicators, plus three heavy guns at once – all this allows Hanslger to compete with the fifth -generation more expensive fighters.
Three heavy guns provide a very great slaughter. It is worth putting a sniper with a three lasers on this car, as space will play with paints and flashes. Paints from lasers, flashes – from explosions. Fourth generation ultimatical machine. At least by combat power.
• Special Purpose Fighter "Cheetah"
Shield: 450
Armor: 550
Maximum speed: 1000
Maneuverability: 260
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: 2 pcs.
Systems: 4 pcs.
Manufacturer: New Empire
The absence of a modern fighter in the navy of the new empire for conducting special operations and supporting the fleet was a serious tactical omission that they tried to liquidate in the shortest possible time. A project developed by Inoco corporation, but never launched into a series, was taken as the basis for the new ship. The fighter under the code name "cheetah" is distinguished by the highest speed and maneuverability in its class, capable of carrying four systems. The ship’s weapons are two light guns and two suspensions for missiles, which quite clearly reflects the tactical purpose of the ship – intelligence or applying a spot missile strike. For a full -fledged battle, the ship is not suitable, and its armor and the resource of the protective field are left to be desired.
The first serious ship for the systems. Durable, maneuverable, fast and stuffed with electronics. We put an accelerator, shield, repairman and active pro – it turns out a universal and very durable keeper of the whole link. And a couple of lasers berserkers and a pair of missiles will even allow you to participate in battle.
• heavy fighter "Panther"
Shield: 350
Armor: 650
Maximum speed: 1000
Maneuverability: 200
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: No
Systems: 3 pcs.
Manufacturer: Old Empire
Modification of the Tiger heavy fighter, armed with two large guns. The combat experience revealed the insufficient survivability of the Tiger, which no longer had a significant advantage over the latest developments (such as “Style” and “Trin”). Increased booking and more powerful engines installed on this model increased its tactical value. The fighter is carried out exclusively for the VKS and does not enter the free sale.
But enters the warehouses of free merchants. The device turned out to be expensive and not as valuable as the Hanglinger. However, not everyone has money for this heavyweight, so the replacement of obsolete “wedding” and “tigers” with Panther is quite justified.
• heavy fighter "PUMA"
Shield: 350
Armor: 500
Maximum speed: 1100
Maneuverability: 245
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: 1 pc.
Systems: 3 pcs.
Manufacturer: Old Empire
Another modification of the Tiger heavy fighter. Significant weights and similar engines power have significantly increase the speed of the ship and free up the installation of missile weapons compared to Panther. "Puma" was designed specifically for the Security Council of the Empire and special forces of the VKS. In the first battles, the fighter showed excellent combat qualities, fighting on equal terms with the Hanslangers of corporations. However, the high cost prevents the mass production of this series of ships.
Do not purposefully buy this fighter. The only suspension for missiles is not what it is worth chasing. Especially if the character is not very friends with them.
• heavy missile carrier "Smilodon"
Shield: 300
Armor: 650
Maximum speed: 900
Maneuverability: 170
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: 4 pcs.
Systems: 2 pcs.
Manufacturer: New Empire
This ship was developed by Inoco Corporation as an answer expensive, but an extremely effective “Christus” released from the trips of USS. Inoco engineers decided to move away from the principle of narrow specialization and equipped Smilodon with two small guns at once, which allows him to deal with the ships of the younger generations after the entire ammunition of missiles is shot. In addition to the advantages of the ship, it is worth noting a slightly larger speed and relatively low cost, which prompted the new empire to order a large batch of these missiles for its fleet.
Rocket carriers are evil. Especially so strong. If you intend to quarrel with the new empires, be prepared for a serious missile response. The Smilodonov link easily destroys any fifth -generation fighter.
• Average multi -purpose fighter "Style MK2"
Shield: 400
Armor: 600
Maximum speed: 1100
Maneuverability: 220
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: 1 pc.
Systems: 3 pcs.
Manufacturer: New Empire
Deep modification of the Style fighter, developed jointly by USS and Inoco before the war, but remaining unclaimed. Unlike a prototype ship, the “MK2 Style” has acquired additional armored plastins, an improved generator of the protective field and received an additional large cannon. However, the main innovations affected the motor part, and the ship became somewhat faster than the original, although it lost a little in maneuverability. Despite the price, more than twice as much as the cost of the “stylet”, the new empire ordered a large batch of modified vehicles, the first samples of which immediately won the highest marks of combat pilots.
Often found in pirates and mercenaries. It may be a good alternative to “Tiger”, but only if the “Hanglinger” does not have enough credit cards.
• Special purpose fighter "TRAPLE"
Shield: 450
Armor: 580
Maximum speed: 900
Maneuverability: 250
Radius Radara: 135
Type and number of guns: Small, 3 pcs.
Missile pendants: 1 pc.
Systems: 4 pcs.
Manufacturer: Old Empire
“Trudno” is a special forces fighter, which is assigned the role of the main support of the support of the VKS. Thanks to the ability to carry on board up to four hinged systems and three small, guns and one missile installation fighter is suitable for performing a wide range of tasks. The empire has already launched the mass production of "Traiders" and, despite the rather high cost, actively equips them with its shock groups.
We transplanted techies in the first part to these cars. Then there were simply no alternatives to raptors, but now there is a wonderful armored cheetah. Both fighters are good, and you need to choose here based on the following criteria: the ability of the pilot to use rockets or the ability to accurately shoot. The latter is suitable for "TRAPLE", since he has more guns.
• Heavy missile carrier "HRIMMTURS"
Shield: 300
Armor: 700
Maximum speed: 850
Maneuverability: 160
Radius Radara: 135
Type and number of guns: Small, 1 pc.
Missile pendants: 4 pcs.
Systems: 2 pcs.
Manufacturer: Old Empire
The task for the development of this fourth -generation strike ship was issued by the Triad, USS and Inoco corporations before the war. Special requirements were imposed on security and the presence of rocket weapons in addition to guns. And although all three prototypes presented by corporations did not reach the ordered characteristics, the VKS decided to launch the least expensive sample presented by the USS corporation under the name "Kristurs" into the series. Complaints from the pilots to the new car began to arrive almost immediately after its production, and six months later, the employees of the Imperial Security Office opened the facts that confirmed rumors about the bribing of experts and the highest ranks of the fleet, which were part of the reception of the new rocket launcher.
"Kristurs" is a very weak ship for the fourth grade. Its only advantage is the mass of missiles on board, after the launch of which it becomes extremely useless. One small gun – laughter. Indeed, experts were bribed.
The fifth generation
• heavy fighter "Dragon"
Shield: 700
Armor: 700
Maximum speed: 900
Maneuverability: 250
Radius Radara: 135
Type and number of guns: large, 4 pcs.
Missile pendants: absent
Systems: 2 pcs.
Manufacturer: New Empire, Inoco
"Dragon" is positioned as an extremely expensive and complex "snake" acceptable for mass production of alternatives. This fighter turned out to be less strong, high -speed and maneuverable than the flagship of Inoco, but they tried to compensate for this deficiency by installing four large guns at once. The Dragon is unlikely to win a duel with a “snake”, but remains a beautiful combat vehicle that has almost no equal. At the moment, the mass supply of these fifth generation fighters to the fleet of the new empire and the security units of the Inoco corporation have been established.
Let's just say, double superiority in combat power over the “snake” allows the “dragon” to make it a sieve of two or three gunsuits. The rest is the best fifth -generation fighter, which is very common and is very expensive. However, like all of them.
• Hanglinger-T heavy fighter
Shield: 600
Armor: 800
Maximum speed: 900
Maneuverability: 230
Radius Radara: 135
Type and number of guns: large, 4 pcs.
Missile pendants: absent
Systems: 3 pcs.
Manufacturer: Templars
Several Hanslingers captured by the Templars were seriously modernized by the engineers of the Order. Now the ship is able to carry four large guns and three attachments at once, without losing in speed and maneuverability compared to the original model. Like all the ships of the Order, the Hanglinger-T is not found either in open sale or in the black market.
The perfect shock ship. In the hands of a specialist in heavy guns easily spreads any corvetory into chips. Masters of lasers give fake firewalls that cut any fighters up to the fifth generation into even shreds. Magnificent car for an astronomical price.
• Prototype of the fighter "Snake"
Shield: 800
Armor: 1000
Maximum speed: 1100
Maneuverability: 300
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: absent
Systems: 2 pcs.
Manufacturer: Inoco
In this promising fifth -generation fighter developed by Inoco, the forerunner technologies – an ancient race that disappeared millennia ago, but left behind many artifacts are widely used. Unusual design, powerful weapons and excellent flight characteristics sharply distinguish the “snake” from other ships currently produced. Despite the huge cost, the corporation decided to start small -scale production of fighters.
Great booking, excellent speed and too small firepower because of only two pylons for large guns. However, the pilot-master on such a car is a sin not to put. Nobody will just catch him.
• Prototype of the fighter "Serpent MK2"
Shield: 700
Armor: 900
Maximum speed: 1200
Maneuverability: 310
Radius Radara: 135
Type and number of guns: large, 2 pcs.
Missile pendants: 2 pcs.
Systems: 2 pcs.
Manufacturer: USS and Triada
This fighter was created by USS after the deadly “snakes” Inoco appeared in space, one of which was to be knitted and carefully studied. USS has provided its engineers with practically unlimited finances, which ultimately made it possible to construct a real work of art. Giving your brainchild a more formidable look and adding two more missile systems to standard weapons, the developers did not provide only one: the machine turned out to be extremely expensive. However, the “serpent MK2” interested the “triad”, which organized a small release of these ships.
They would put two heavy guns – it turned out the best fighter in the game. And neither fish nor meat. It's even a pity to spend money on it.
• Special purpose fighter "TRAPLE-T"
Shield: 750
Armor: 700
Maximum speed: 900
Maneuverability: 270
Radius Radara: 135
Type and number of guns: Small, 3 pcs.
Missile pendants: 1 pc.
Systems: 4 pcs.
Manufacturer: Templars
Outwardly, the ships of the Templars are similar to serial analogues, and in the basic configuration. This ship is distinguished by a more powerful body armor and a significantly enlarged resource of the protective field from the original "Traident". Despite the additional mass that the fighter acquired after the modification, it remained as fast and maneuverable as a prototype ship, moreover, even its flight dynamics did not change. Often, the pilots of heavy fighters took a modification for a relatively easily lucid original – fatal. Such clashes subsequently fuel the myth of incredible fighting qualities of the Templars.
A great car for the system, it is better not to find. The strongest effect is achieved in combination with lasers "Berserkov MK2".
• Heavy missile carrier "HRIMTURS-T"
Shield: 500
Armor: 1000
Maximum speed: 900
Maneuverability: 180
Radius Radara: 135
Type and number of guns: Small, 1 pc.
Missile pendants: 4 pcs.
Systems: 2 pcs.
Manufacturer: Templars
Even the standard “Christurs” is a very unpleasant opponent, and after the modernization by engineers of the Templar Order, the ship turned into an extremely tenacious and incredibly dangerous machine, which also became much faster than the original. Among the other advantages of Khristurs-T, it should be noted the modern aiming system, which allows it to rightfully claim the title of the most deadly fighter. Like all the ships of the order, “Kristurs-T” is not found either in open sale or in the black market.
The most insignificant ship of the Templars. He adopted too many negative qualities from the usual "Christurs". Yes, there are a lot of missiles, but when they end, you will have to return to the base. And only so.
This is important: All Templars' fighters are sold in their sector. Look into the haron.
Bases ships
Where our means, dreams and hopes will be concentrated. The following are all ships-bases on which you can fly.
• Trailer
Shield: 100
Armor: 200
Maximum speed: 500
Maneuverability: 40
Radius Radara: 80
TURLELS: No
Main caliber: No
Systems: 2 pcs.
Angara: No.
Tug for transporting standard containers. It looks like three engines tanned to the cramped cabin and a spacious container from behind. Has no weapons, and why is it to him?..
The starting pelvis serves only for movement from point A to point B. Very fragile, try not to die.
• Transport "Mastiff"
Shield: 200
Armor: 1500
Maximum speed: 500
Maneuverability: 30
Radius Radara: 150
TURLELS: 3 pcs.
Main caliber: 2 pcs.
Systems: 3 pcs.
Angars: 5
After some cosmetic and technical changes, the pirate base turned into ordinary heavy transport, which has a lot of tests – judging by the number of welds not provided for by the initial design of welds. The ability to carry weapons and good armor makes this ship perceive as a strong, albeit clumsy enemy.
Our first more or less serious base. The insignificant supply of power shields suggests the installation of additional equipment. And don't forget about automatic repairs.
This base is issued according to the main plot, it is impossible not to get it.
• BAZ-BAZ "CTS-2 Astarta"
Shield: 500
Armor: 3500
Maximum speed: 400
Maneuverability: 15
Radius Radara: 160
TURLELS: 3 pcs.
Main caliber: 2 pcs.
Systems: 3 pcs.
Angars: 5
A breakthrough experimental ship developed by military engineers of the old empire. During the tests, significant deficiencies in the design were revealed, which were made at the design stage, which is why the ship already embodied in the metal turned out to be slow and clumsy. There was no time and money to finalize the prototype, and therefore it was simply written off by sending it to an eternal parking in one of the systems of the old empire.
Where we can choose it at will. This is not a story ship; To get it, you need to agree and fulfill the corresponding mission.
• Ships-bases "Nosorog", "BSF-2T12", "Star Wolf"
Shield: 1000
Armor: 5000
Maximum speed: 500
Maneuverability: 30
Radius Radara: 160
TURLELS: 4 pcs.
Main caliber: 1 pc. (2 pcs. for "rhino")
Systems: 4 pcs.
Angars: 6
Different modifications of a familiar one for the original game of the base. The Rhino consists in the service of the triad, the Star Wolf was modernized at the shipyards of the new empire, and “BSF-2T12” was the brainchild of the empire. These ships are issued as a reward for completing the tasks of the relevant factions and characters.
• Prototype of the cruiser "Leo MK2"
Shield: 4000
Armor: 10,000
Maximum speed: 600
Maneuverability: 30
Radius Radara: 180
TURLELS: 4 pcs.
Main caliber: 2 pcs.
Systems: 4 pcs.
Angars: 6
Created exclusively for testing and testing of engineering solutions conceived for the Lion MK2 cruiser, this prototype was immediately written off as soon as the tasks assigned to it. Major of the SB of the VKS Gyurza, who needed a well -protected heavily armored cruiser of the middle class, returned the ship again.
An excellent base ship, which, with the support of high-class on-board systems and pilot with the appropriate education, go to the war for a whole fleet of any fraction in the game.
• cruiser "Leo MK2"
Shield: 4500
Armor: 12000
Maximum speed: 550
Maneuverability: 25
Radius Radara: 180
TURLELS: 4 pcs.
Main caliber: 2 pcs.
Systems: 4 pcs.
Angars: 6
Despite all the advantages of the latest heavy cruisers of the Lion type, the tests showed their low efficiency against seriously armored targets. To eliminate this task, it was necessary to make significant changes to the design of the ship itself – the lower part of the armored corps was shifted, and two main caliber guns were placed above it. The mass of the cruiser, which increased, negatively affected its high -speed characteristics, but in general, the new ship, which received the label MK2, turned out to be so successful that the production of cruisers of the Lev MK1 model was completely curled up.
The advanced cruisers "Leo MK2" are issued as a reward for the tasks of the empire and gray. From each other, nothing but coloring is different.
This is interesting: The cruiser is named after one of the project programmers – Leo Mukhamedzhanov. Immediately after the release of “Star Wolves 1”, an unknown author under the nickname Lion [MX] published a modification adding corvettes to the game. Truly, start small – you will reach large heights.
• BAZ Ship Manticore
Shield: 5000
Armor: 10,000
Maximum speed: 600
Maneuverability: 30
Radius Radara: 180
TURLELS: 4 pcs.
Main caliber: 2 pcs.
Systems: 4 pcs.
Angars: 6
A unique ship designed and built by the artificial intelligence of Inoco corporation, Welle. The widespread use of the latest technologies of the corporation and berserkers was reflected not only in appearance, but also on the tactical and technical characteristics, providing the ship with high speed, maneuverability and impressive fire force.
The Manticore, as can be seen in terms, is approximately equal to the cruisers of the “lion” of other fractions. Wel, to be honest, could offer something and abruptly.
Other ships
You can’t fly on these machines, but it is useful to know what you have to encounter. Based on the technical data, you can build your tactics in advance, and this is worth a lot.
• FISTRICTER “BLOKHA”
Shield: 20
Armor: 30
Maximum speed: 700
Maneuverability: 125
Radius Radara: 135
Type and number of guns: Small, 1 pc.
Missile pendants: No
Cells of systems: no
Manufacturer: Berserkers
The main fighter of the berserkers, armed with a small laser gun. Bursts merrily from any touch. We love pilots for good prizes in the form of experience.
• Fighter Berserkov "Tick"
Shield: 50
Armor: 50
Maximum speed: 700
Maneuverability: 150
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: No
Systems: 1 pcs.
Manufacturer: Berserkers
Reinforced "flea" is twice as dangerous, but also fragile. Do not fly away far from the base – and everything will be in order.
• STURMOMOVIK BERSERKOV "CRUB"
Shield: 50
Armor: 50
Maximum speed: 700
Maneuverability: 150
Radius Radara: 135
Type and number of guns: small, 2 pcs.
Missile pendants: 1 pc.
Systems: 1 pcs.
Manufacturer: Berserkers
The same "flea", but with a missile installation. A very dangerous car, as the berserkers love to attack in very large groups.
• Heavy fighter Berserkov "Frin"
Shield: 100
Armor: 150
Maximum speed: 800
Maneuverability: 175
Radius Radara: 135
Type and number of guns: small, 4 pcs.
Missile pendants: 1 pc.
Systems: 1 pcs.
Manufacturer: Berserkers
Give the berserkers a little time, and they will win the entire mastered universe on new fighters. "Frines" are dangerous and live long enough to have time to inflict serious damage.
• Fighter of strangers
Shield: 1000
Armor: 250
Maximum speed: 900
Maneuverability: 200
Radius Radara: 145
Type and number of guns: small, 2 pcs.
Missile pendants: No
Systems: 6 pcs.
Manufacturer: Alien
Fast and maneuverable fighter; Armed with two very dangerous speed -firing guns exceeding all earthly analogues. Poses a significant threat.
Aliens ships are easily destroyed by their weapons. It breaks through the shields, and the housings of alien boats are not too durable.
• Sturmovik of strangers
Shield: 1000
Armor: 350
Maximum speed: 800
Maneuverability: 180
Radius Radara: 145
Type and number of guns: Small, 1 pc.
Missile pendants: 2 pcs.
Systems: 3 pcs.
Manufacturer: Alien
Despite the functions of the attack aircraft, this ship is fast enough to be dangerous for fighters. And the simultaneous volley of several such attack aircraft is able to not only destroy any link, but also deliver a lot of problems to heavy ships.
Aliens missiles are a last nightmare, as they easily pass through the shields and beat immediately along the body. Better destroy them in the first place.
• Corvette "Butcher"
Shield: 2000
Armor: 5000
Maximum speed: 600
Maneuverability: 40
Radius Radara: 135
Type and number of guns: large, 4 pcs., TURLEL 1 pc.
Missile pendants: No
Systems: 2 pcs.
Manufacturer: Old Empire, USS, Inoco, Triada
Heavy corvette VKS "Butcher" – a terrible weapon. Its four large guns leave no chance of salvation, and strong armor and turret to protect against fighters increase survival. Due to the high cost, it is delivered to the troops very irregularly and is made exclusively on order. However, there are rumors that USS has established the assembly of these corvettes specifically for the black market.
You can’t buy, but a pity – a very solid car. True, several brisk fighters leave her no chance.
• cruiser "Stone arrow"
Shield: 4000
Armor: 8000
Maximum speed: 550
Maneuverability: 40
Radius Radara: 180
Type and number of guns: turret, 3 pcs. (2 for the option with the main caliber), Civil Code 2 pcs.
Missile pendants: No
Cells of systems: no
Manufacturer: Old Empire
The first cruiser of the Kamennaya arrow class came off the slipways almost sixty years ago. At that time it was a formidable ship capable of fighting a dozen fighters alone. The shipyard released more than a thousand buildings of these cruisers, so it is not surprising that the “stone arrows” still form the main stress fist of the VKS. True, despite the periodic modernization, they no longer pose such a danger as before, and now in battle they are given the role of auxiliary ships or gunboats.
It is very common, especially if you decide to go to war at the old empire and VKS. There is almost no threat, too weak weapons.
• Linear ship "Stalingrad"
Shield: 1000
Armor: 30,000
Maximum speed: 350
Maneuverability: 5
Radius Radara: 250
Type and number of guns: turret, 16 pcs. (16 for the option with the main caliber), Civil Code 2 pcs.
Missile pendants: No
Cells of systems: no
Manufacturer: Old Empire
The design of the most powerful over the entire existence of the Empire of the battleship lasted about fifty years and ended with the appearance of Stalingrad, which caused a lot of debate about the appropriateness of this clumsy monster in the service of the empire. Despite criticism, the new ship quickly gained respect for the military, becoming the basis of the terrifying power of the old empire.
We saw such a ship – know: to be trouble! It’s better not to be with him when all of his sixteen turrets are looking for goals.
[[Break]]
Everything that shoots
The shooting weapon in the game (that is, everything that is not rockets) is divided into two categories – large and small guns. It depends on the size of the installation what a cell needs for it. In addition, there is a division on the principle of action: machine guns, lasers and heavy guns. This division affects weapons focusing – one of the skills of characters. We will note which category each weapon belongs to so that there is no confusion with ships and pilots.
Small guns
• M-91 "Maxim II ", A large -caliber machine gun
Damage: 3
Range: 55
Core fire: 180
Accuracy: low
Type: machine gun
The basic machine gun, which neither pirates nor patrol disdain – just very often nothing comes across. This unit has no advantages except the glorious past – it is so outdated that only an experienced pilot can get along modern swivel fighters. Yes, and you can’t resolve the good price for it either, the benefit of the pirates is a lot – the “maxims” are taken by quantity.
• M-100 "Minigan", large-generation large-caliber machine gun
Damage: 4
Range: 55
Core fire: 240
Accuracy: low
Type: machine gun
The most popular gun of the start of the game is “Maxim” we will leave the pirates, and the M-100 will adapt. He will serve us until he is replaced by such speed, but slaughter kinetic tools.
• M-101 Rockwell, third-generation large-caliber machine gun
Damage: 5
Range: 55
Core fire: 280
Accuracy: low
Type: machine gun.
I honestly failed to use the Rockwells. When they lay on the shelves, I barely had enough money for the most necessary. When they began to fall out of downed enemies, my fighters already carried things and better. And not so good Rockwell to compete with laser guns of berserkers, for example.
• M-102 "Rolf", the latest large-caliber machine gun
Damage: 7
Range: 60
Core fire: 320
Accuracy: average
Type: machine gun.
Everything would be fine, only this beautiful and inspiring trunk appears when the ball is ruled by heavy guns and lasers. The best machine gun did not have enough flipper – when he went on stage, all my ships got rid of the "yellow" cells of small guns.
• M-126 "Black jack", automatic gun
Damage: 5
Range: 65
Core fire: 120
Accuracy: low
Type: machine gun.
We will observe huge parties in service with both pirates and military sections of all stripes. They love this gun in the patrol very much. And it is no coincidence-it is good competition of the M-100, but it costs much less. Great weapon to start the game, which over time gives way to M-133.
• M-133 "Bulava", an automatic gun of the second generation
Damage: 6
Range: 65
Core fire: 160
Accuracy: low
Type: machine gun.
Two small guns – often better than one. And at this stage, the rule works in the direction of small guns one hundred percent. Two "maces" easily give a head start a large gun of a similar class. "Bulava" is not so often found – the most of all the mercenaries and military average titles love it.
• M-150 "Tetsubo", an automatic gun of the third generation
Damage: 7
Range: 65
Core fire: 200
Accuracy: average
Type: machine gun.
No wonder about Tetsubo they say so many warm words. This weapon will serve you faithfully until ships with heavy weapons are replaced by completely light fighters. And even then, system workers and scouts on the "Raptors" will spread with a smile pirates, VKS, patrol, corporation (or with whom you are fighting there) to the dust. At the justified high price of this beautiful weapons are impressive technical characteristics.
• M-155 "Simoto", an automatic gun of the fourth generation
Damage: 13
Range: 70
Core fire: 160
Accuracy: average
Type: machine gun.
Simoto had to see only three times: once in a store, and twice she fell out of some cool mercenaries. Honestly, with the really brutal parameters of these weapons, its relative efficiency comes out very low, because by the time the Simoto appears in space there is already access to the rapid -fire heavy lasers, which in most cases are better.
• A gun of strangers
Damage: 16
Range: 60
Core fire: 180
Accuracy: average
Type: machine gun.
Excellent weapons, which in Star Wolves I served for a long time by faith and truth. In the second part, it appears, perhaps, late. For example, by the time of the meeting with a different race there was no longer a lightweight gun of ships. But if you have one, feel free to arm them with these machine guns. They have no equal in the class, and even many heavy samples will leave them behind, because this weapon has a secret – it breaks through the shields through, causing damage immediately to the corps.
• Laser Berserkov
Damage: 30
Range: 75
Core fire: 30
Accuracy: average
Type: laser.
If you learn to redo these guns for yourself, then only expensive Simoto and rare guns of strangers will be better in the small class. Berserkers lasers are good already because these are the only energy guns in the category of small. If you teach the pilot to shoot precisely from the lasers, then the enemies will regret that the technologies of the berserkers fell into your hands.
• Laser Berserkov II
Damage: 50
Range: 75
Core fire: 30
Accuracy: High
Type: laser.
Improved lasers beat more painfully and more precisely – this is the most delicious small weapon in the game. It is a pity that it appears only at the final stage, and how I wanted to tickle mercenaries or pirates!
Big guns
• M-106 "Berdysh", heavy kinetic gun
Damage: 20
Range: 75
Core fire: 60
Accuracy: low
Type: heavy.
Currently, this museum garbage is found mainly on pelvis of pirates, which simply cannot afford something more field. It will fit for sale. And that's all.
• M-110 "Okhir", a heavy kinetic gun of the second generation
Damage: 30
Range: 75
Core fire: 60
Accuracy: low
Type: heavy.
With the "axes" you will have to fly until you find something more powerful. However, I would not recommend that at the initial stages to break into "heavy weight". There are few worthy fighters with pylons for such guns, and two small ones, as you know, are often better than one, but big.
• M-113 "Alebard", a heavy kinetic gun of the third generation
Damage: 45
Range: 75
Core fire: 60
Accuracy: average
Type: heavy.
Such a kinetic gun is not a shame to arm any ship. A very powerful, but at the same time quite accurate weapon already exceeds the head of small analogues. And with heavy machine guns can argue.
• M-115 "Yatagan", the latest kinetic gun
Damage: 60
Range: 80
Core fire: 80
Accuracy: average
Type: heavy.
Excellent weapons, but belated, and there is no critical necessity in it. Opponents protected from lasers are quite rare, and if they meet, then the owners of plasma guns are easily won. In addition, laser protection is not a panacea, the energy weapon still breaks through the screens, inflicting slight damage. It turns out that the "yatagans" have nowhere to use – and it is a pity.
• M-200E "volcano", speed-fire machine gun
Damage: 9
Range: 60
Core fire: 154
Accuracy: low
Type: machine gun.
Big but weak. “Volcano” with all desire cannot compete even with small guns equal in class. It is better to sell it, and install something better on the ship.
• M-201 "Gatling", a second-rate second-generation machine gun
Damage: 10
Range: 60
Core fire: 205
Accuracy: low
Type: machine gun.
Favorite weapons of bandits of different suits, Pilots of the patrol and lower army ranks. Gatling will be found very often, and for some time you will not even put anything on a fighter, besides this, not impressive machine gun by the parameters.
• M-204 "Anger", a quick-fire machine gun of the third generation
Damage: 14
Range: 60
Core fire: 210
Accuracy: low
Type: machine gun.
Anger is a frequent guest on our fighters. He bribes with a power with which it is difficult to argue with small guns. Especially if you have a fighter with two pilots for large guns at your disposal. And they are also sold out!
• M-205 “Windicator”, the latest rapid machine gun
Damage: 16
Range: 60
Core fire: 210
Accuracy: low
Type: machine gun.
Like many representatives of the latest weapons, Vindicator appears too late. In the middle – late stage of the game, he can no longer compete with lasers and plasma, so it is only suitable for sale.
This is interesting: “Arenger” and “vindicator” were called heavy machine guns in Fallout. Leads to certain thoughts, mm?
• TBB-2 “Flame”, plasma gun
Damage: 105
Range: 70
Core fire: 15
Accuracy: low
Type: heavy.
Weapons from the category "hit and forgot". Plasma clots cause monstrous damage, especially if the character knows how to handle heavy weapons. Plasma is not reflected by protective fields, so at the moment even the most advanced enemy fighters spray. The disadvantages include only mediocre rifle team skills in the early stages of the game.
• HTTB-5 Inferno, second-generation plasma gun
Damage: 170
Range: 70
Core fire: 15
Accuracy: low
Type: heavy.
A paired salvo of such guns easily spreads any fighter to the third generation into chips. The fact that the older, only four hits are needed. Even the most powerful and armored opponents are unlikely to withstand three or four guarantees. Inferno is a nightmare of any enemy, but only in the hands of an experienced pilot. Newcomers only squeeze the trigger in vain, but they can't get anywhere.
• TTB-8 Armageddon, the latest plasma gun
Damage: 250
Range: 70
Core fire: 15
Accuracy: average
Type: heavy.
The name of the weapon fully reflects its strength. For the enemy, a volley of these guns is like the end of the world. However, these toys are very solid, therefore, millions of loans will go to equip even one shock fighter (with four https://sister-site.org/royal-oak-casino/ guns). The weapon costs the money paid – the pilot with the four Armageddonov alone easily copes with any enemy technique. Up to the cruisers.
• M-79 "Skorcher", combat laser
Damage: 60
Range: 90
Core fire: 15
Accuracy: High
Type: laser.
The first lasers cannot yet argue with good kinetic guns. "Skorcher" shoots too slowly and weakly to compete on equal terms with machine-gun-gun brothers. But already in the third generation, the energy weapon goes into the gap.
• AML "Rapira", second -generation combat laser
Damage: 80
Range: 90
Core fire: 15
Accuracy: High
Type: laser.
No matter what it was said in historical archives, and Rapira has not far away from the “Schoolcher”. There are only 20 units more damage, and this is too little to compensate for the lowest rate of fire in the game.
• M-82 "Daga", third-generation combat laser
Damage: 130
Range: 90
Core fire: 20
Accuracy: High
Type: laser.
It is for a sniper – feel free to equip the most well -aimed with this gun. The laser inflicts 130 units of damage, and with its excellent accuracy – this is the key to not just victory in battle, but a quick and unconditional defeat of enemy lasers.
• AML Helios, the latest combat laser
Damage: 200
Range: 90
Core fire: 20
Accuracy: High
Type: laser.
Quite powerful, expensive and rare, Helios appears only at the last stages of the game, but in specific efficiency loses to competitors. The M-800 series is gained due to high rate of fire (which is still increasing systems), and the MD series leads by damage. The slopiness of the VKS led to the fact that similar weapons of other fractions are more effective.
• M-801 Polyaris, Battle Impulse Laser
Damage: 40
Range: 80
Core fire: 45
Accuracy: High
Type: laser.
My favorite type of laser weapon. Shoots in bursts, more powerful than kinetic guns, falls on the target (in the hands of a trained pilot) almost always. At the middle stage, it is perfect as an alternative to “sorcerers”, and the best alternative.
• M-805 “Shine”, third-generation pulse laser pulse laser
Damage: 60
Range: 80
Core fire: 45
Accuracy: High
Type: laser.
“Shine” one and a half times more powerful than the basic model of the series. True, the price is growing disproportionately … However, the fighter armed with a pair of "radiance" can easily cope with the whole links of the middle ships of the enemy.
• M-809 "Fury", the latest combat impulse laser
Damage: 65
Range: 80
Core fire: 60
Accuracy: High
Type: laser.
Sometimes these babies also appear on the black market, from where they should be redeemed as soon as possible. "Fury" – the best speedy laser in the game. Not even specialists in energy types of weapons can be used with success, since shooting in bursts allows you to less accurately aim. The leader of my link by the end of the game flew on the "dragon" with four "races". It cost, of course, a few million, but the efficiency in the battle turned out to be simply sky -high. With the support of the repairman (or even two), the main pilot with a smile cuts entire squadron.
• MD-1 "Thunderer", particle accelerator
Damage: 105
Range: 75
Core fire: 17
Accuracy: High
Type: laser.
If you can grow a sniper in your team, it is worth buying “thunderbers” immediately, as soon as it is possible. Do not spare loans – this is a wonderful weapon will quickly pay off. Perhaps already in the next battle.
• MD-3 "Uziel", second-generation particle accelerator
Damage: 175
Range: 75
Core fire: 15
Accuracy: High
Type: laser.
Expensive for the military – feasible for us. "Uziel" – a great gun for a sniper. Experienced pilots cut out enemy pilots from cabins with closed eyes. Two or three of the "Uziel" allow you to end the fight in a pair of volleys. Late generation fighters rarely require more than four to five suits.
• MD-4 asmodeus, the latest particle accelerator
Damage: 260
Range: 80
Core fire: 15
Accuracy: High
Type: laser.
The terrible power of the "Asmodea" scares even those who are hiding behind the most modern anti -laser protection. These crumbs are especially good if the character has a “sniper shot” skill, developed to the last level. A fighter of the Dragon type with four Asmodei and an increased by 700% damage to be shot down for a shot of any corvette. Trembling, opponents!
• Pushka forerunner
Damage: 60
Range: 80
Core fire: 85
Accuracy: High
Type: laser.
The mysterious technologies of the forerunners are not known about the mysterious technologies, but this rapid laser is no doubt better than all earthly analogues. If one of your pilots uses “rage” or “radiance”, it will be useful to convert his fighter with these old guns.
Turrets
Tounds are installed only on a ship ship. It is always alone with us, and spinning guns do not come across so often to choose and doubt: is it worth buying an improvement? If it makes sense to disassemble each gun for fighters, then we will divide the turrets for the base according to the principles of work.
• Berdysh, ax, yatagan, espadon
Damage: 20 \ 30 \ 45 \ 65
Range: 80 \ 80 \ 80 \ 85
Core fire: 60 \ 60 \ 80 \ 80
Accuracy: low \ low \ average \ average
Type: heavy.
Espadon compared to analogues somewhat pale. Either it appears too late, or laser weapons are really better, but I never had to use this pretty gun. The remaining copies (younger ones) are found at the initial stage of the game, but by the middle are completely replaced by plasma and laser guns.
• Volcano, gatling, ANENGER, WINDICTOR
Damage: 9 \ 10 \ 14 \ 16
Range: 65 \ 65 \ 65 \ 65
Core fire: 154 \ 205 \ 210 \ 240
Accuracy: low
Type: machine gun.
Machine guns in the role of turrets are good. They look much better than on fighters. After all, a small boat needs to go to the target, choose the time for the attack, shoot, and then twist the pirouettes again until the target appears in the crossroads. The base in this regard is much easier – it is derived in place, and the turrets themselves spin and firing without stopping the enemies flying by. If the database is trimmed with protective systems, it makes sense to send it to the thick of the battle, where the rate of fire machine guns will unfold in full force.
• Flame, Inferno, Armageddon
Damage: 105 \ 175 \ 250
Range: 75 \ 75 \ 80
Core fire: 15 \ 15 \ 17
Accuracy: low \ average \ average
Type: heavy.
Plasma guns are not as good on a base ship as on fighters. Undoubtedly, they are very powerful, but accuracy leaves much to be desired. However, a whole battery of such turrets copes very effectively with small ships – simply suppresses with fire. Medium and heavy equipment also does not go offended – a rare corvette can withstand the massive fire of all guns.
I don't like exclusively plasma guns. For the base this is not a very effective set. Combine them with high -precision lasers. And if behind the helm of the carrier pilot-specialist, then a single type of guns will still be better.
• Skorcher, rapier, daga, helios
Damage: 60 \ 80 \ 130 \ 200
Range: 90 \ 95 \ 95 \ 95
Core fire: 15 \ 20 \ 20 \ 20
Accuracy: High
Type: laser.
Four laser turrets of the Skorcher type is not much different from its usual versions. If there is nothing to choose, then these lasers are better as a temporary measure than kinetic tools. But if the enemy has anti -laser protection products, then choosing slow and low -power energy guns is better not worth it.
• polaris, radiance, rage
Damage: 40 \ 60 \ 65
Range: 85
Core fire: 45 \ 45 \ 60
Accuracy: High
Type: laser.
Fitting lasers look very pretty in the form of turrets. The reason is the same as the machine guns – they shoot constantly and do not waste time maneuvering. The ship-base ship improved by modern firmware can easily cope even with a whole swarm of pirates.
• Thunderer, Uziel, Asmodee
Damage: 105 \ 175 \ 260
Range: 80
Core fire: 17 \ 15 \ 15
Accuracy: High
Type: laser.
Particle accelerators are as good as their classic counterparts. They rarely beat, but aptly – fighters fall like ripe apples. High accuracy of weapons allows you to effectively use a laser even in motion. This is very convenient, because you can hook a whole tail of enemies, and they themselves will die as they approach the base.
• TURLEL of strangers
Damage: 50
Range: 85
Core fire: 45
Accuracy: High
Type: laser.
These turrets are extremely rare, and in stores they are not at all sold. Therefore, it makes no sense to take them into account. If you have got this, try it in the case, and there you already decide which set of equipment is better.
The main caliber
The weapons of the main caliber are installed only on basket ships and large cruisers. It comes across very rarely, so there is no collection tactics. Put what is better. We will also divide the main caliber on the principle of action.
• Unicorn, centaur, Schworz Kalem, Pegasus
Damage: 600 \ 900 \ 1200 \ 1600
Range: 90 \ 100 \ 110 \ 115
Core fire: 12 \ 12 \ 15 \ 12
Accuracy: High
Type: heavy.
Although kinetic guns do not show impressive results in other areas, on fighters and as turrets they are good in the main caliber. The shells of such guns did not care from the high tower on any means of protection, and the smallest in the classroom is caused. A pair of "Pegasas" very quickly straightens out with any bars and cruisers ships. I believe that kinetic guns are the best choice in this category.
• bombard, mortar, basilica
Damage: 400 \ 800 \ 1300
Range: 90 \ 100 \ 110
Core fire: 15
Accuracy: High
Type: heavy.
Oddly enough, plasma guns still lose to classical kinetic guns. There is less damage, the range is also slightly behind, and a large rate of fire (only by 3) does not compensate for the lag in 300 units of damage. Plasma is good only if there is nothing from the series of "Pegasus".
• Arkebasia, fusey, musket
Damage: 300 \ 600 \ 900
Range: 110 \ 120 \ 135
Core fire: 20
Accuracy: High
Type: laser.
These handsome men are completely unable to compete with kinetic or plasma weapons. Lasers usually win exactly, so they are chosen. For the main caliber, accuracy is not important. The goal is usually great, getting on it is not difficult. There is more important damage here, but the "muskets" do not shine for them.
• KULEVRINA, GINGALS, Falconet
Damage: 400 \ 800 \ 1200
Range: 100 \ 110 \ 125
Core fire: 15
Accuracy: High
Type: laser.
Particles accelerators against the background of ordinary lasers look quite worthy, although they do not reach the best kinetic guns. "Falconets" confidently displace lasers, with plasma are kept on a par. And only powerful kinetic guns are better than this beautiful weapon.
It flies itself!
Rockets – a very special class of weapons. If you can shoot from a laser gun tirelessly, then rockets are not endless, and they must be used wisely, otherwise after a couple of battles you can stay with empty pockets. Missiles, in turn, are divided into several types: uncontrollable, close action, distant action, separated and torpedoes.
Unguided missiles
Unguided missiles cannot be deceived, but they do not know how to change the course. So, all the means of missile defense are useless against them, but it is almost impossible to get along small and turture goals.
• C-4 "DROMIC"
Damage: 50
Range: 100
Surgery: n \ a
Number in the suspension: 4.
Cheap, low -power and almost useless. However, very popular-and all because of the low price. These missiles do not hit the wallet and often fall out of opponents. Any pilot can use them – they still do not apply much damage, but if they get, there will be a pleasant surprise.
• C-16 "mini"
Damage: 50
Range: 120
Surgery: n \ a
Number in the suspension: 16.
A volley of such missiles is usually fatal for any small fighter. Beware of "Bidends" and other missile carriers – there are a lot of pirates, and you have only one team.
• C-18 "Spear"
Damage: 100
Range: 160
Surgery: n \ a
Number in the suspension: 16.
Twice as powerful "mini", flies further. Excellent uncontrollable missiles that can be turned on when a shooting master enters the blow. Usually enemy ships of even the fourth generation can not stand such an onslaught. And if the ability to turn on ..
• C-32 "Grad"
Damage: 150
Range: 160
Surgery: n \ a
Number in the suspension: 32.
Real death for any heavy ship and a real alternative to torpedoes. Grad gives out indecently a lot of damage (32×150), and large pelvings do not know how to maneuver and evade. It is more difficult to use against fighters, but if the racket has good pilot skills ..
Middle -acting missiles
These missiles already know how to visit the target themselves and pursue it. They work better against fighters, but amenable to radio electron depression. A specialist-system is especially good with them, who is always found in the link of mercenaries or military. These missiles cost more than uncontrollable.
• RBD-6E "Piranha"
Damage: 50
Range: 140
Surgery: Low
Local number: 3.
Cheap, self -assembled and … all. “Piranhas” cause too little damage to be the main weapon, they are too easy to knock them down, and it does not fit more than three in the suspensions. They are suitable only as a pleasant and inexpensive addition to the guns.
• RBD-8M "Dagger"
Damage: 100
Range: 160
Surgery: average
Local number: 3.
"Dagger" is already much better than the younger "pirania". They easily cope with basic missile defense systems, which usually install pirates and small mercenaries on their ships. But as the main weapon, it is better not to use them – the damage is not so great as to equip a whole rocket carrier with this weapon.
• RBD-15 "Sapsan"
Damage: 150
Range: 180
Surgery: High
Local number: 3.
An excellent help for guns-“Sapsans” easily overcome even about those of specialists-systems, and therefore are especially useful against mechanics and defenders. They usually fly on weak fighters that are not intended for massive attacks. Sapsan successfully overcomes all obstacles and takes out the enemy even behind strong shields.
• RBD-24 Scorpio
Damage: 200
Range: 180
Surgery: High
Number in the suspension: 6.
Beautiful missiles that are not ashamed to equip and a separate rocket carrier. "Kristurs", for example. However, they require considerable investments from the pilot, because the “Scorpions” are almost not found in free sale, and in the black market they are very expensive.
• missile installation of strangers
Damage: 200
Range: 150
Surgery: High
Local number: 5.
These missiles could become the best in the class if not one small aspect. They are trophy. Alien technologies are not found on sale, to replenish stocks will have to be destroyed by aliens. And they are not at all at every step.
Far -action missiles
The main feature of long -range missiles is a large radius of defeat. In the explosion, they cause damage not only the goal, but to everyone around. For this reason, these missiles should not be used in close combat. If the enemy’s defensive systems undermine the rocket at the time of the start, the rocket launcher himself will suffer and everyone who was near.
• RDD-7 "Shark"
Damage: 75
Range: 350
Surgery: Low
Local number: 2.
These missiles are best used only with ordinary guns, since the low level of interference protection makes them almost useless against high -tech ships. However, getting "at random" is always very pleasant.
• RDD-9 "avalanche"
Damage: 200
Range: 450
Surgery: average
Local number: 2.
"Avalanche" is a very good missile system. The concentrated volley of such missiles can predict the outcome of the battle. Say, four to five missiles easily destroy the pirates link, which still fly and fly to you.
• "Ardd"
Damage: 300
Range: 600
Surgery: High
Local number: 2.
The price of these missiles is really exorbitant, but an effective range costs. Imagine that the enemy explodes quickly and unexpectedly, not even having time to understand what struck him. It is noteworthy that most passive systems about this rocket are useless.
• RDD-12 "Hornie"
Damage: 500
Range: 600
Surgery: High
Local number: 2.
"Hornet" – evolution of missiles of the "Ardd" type. The same high range and excellent noise immunity, but in combination with very high damage. A volley from a pair of missiles can send even a fifth -generation ship to the space landfill. And all that is lower – and even more so.
Rockets with divided warheads
Perhaps the most dangerous missiles in the game. They are divided into separate warheads at an optimal distance to the goal. There are so many small parts that a rare pro can overcome them all. High -quality PRB can immediately destroy the whole links of fighters. They are especially effective against low -proof, easily armored, but maneuverable goals.
• RRB "Roy"
Damage: 80
Range: 160
The number of warheads: 4
Number in the suspension: 1.
The base model of PRB is not particularly impressive. She looks more like a near -acting missiles, but at the same time significantly more. The sense of the "swarm" is actually not so much. In particular, due to low effective range.
• RRB-2 "Tornado"
Damage: 120
Range: 200
The number of warheads: 8
Number in the suspension: 1.
Tornado is already easily competition for almost any near -acting missiles. The charm of this weapon is that it is good both in the hands of a master-throat and as an incident to an ordinary shooter.
• RRB-3 "Aard"
Damage: 200
Range: 200
The number of warheads: 10
Local number: 3.
These missiles of the class “shot and forgot” are very effective against any opponents. They easily go through any pro, and full -fledged missile carriers easily destroy all living things in the district literally in moments. True, this toy costs respectively.
Torpedoes
Torpedoes – very powerful, but extremely slow weapons. These huge missiles cause unheard of damage, but fly so slowly that they can only get into large ships. And such are not so often found to specially carry a separate type of missiles against them. We will not disassemble them separately, since they are all equally inaccessible.
• Eraser, Death Angel, Supernovaya, Nano-Torpeda of Alien
Damage: 500 \ 1000 \ 2000 \ 50
Range: 400 \ 600 \ 600 \ 259
Surgery: average \ high \ high \ high
Number in the suspension: 1.
Sometimes torpedoes can be launched for fun. Or against battleships. For all the passage, a lot of “supernova” accumulated, and I shot them all on heavy ships … those who were enemies in my passage. Merry, but not enough.
System technology
The last type of ship's equipment – systems. They are of two types: ship and for fighters. We will consider them separately.
Fighter systems
• Radars "Scout", "Ranger", "Sentry", "Agent"
Detection range: 170 \ 200 \ 250 \ 350.
Somehow I don't really like the idea of a powerful radar on a fighter. The base should be engaged in reconnaissance and detection, and it is better to put the guns or additional shields on fighters on fighters.
• passive about Mistral, Storm, Flurry, Cyclone
The effectiveness of the reflection of missiles: 10 \ 20 \ 30 \ 40.
If you have a loner in the detachment, then you can’t do without passive. No matter how cool the pilot, but without protection, a salvo of high -quality homing missiles will instill his heroic life in the heart. I like the scheme in which there is a specialist in systems more. The pilot concentrated on active protection works better.
• Active about Boxer, Gladiator, Berserk, Cerberus
The effectiveness of the reflection of missiles: 10 \ 20 \ 30 \ 40.
For this system to work, you need to force one of the pilots to concentrate on it. The fixed detachment, like the pilot itself, will be protected by an active system, which, combined with special skills, will work better than passive samples. For example, the "gladiator" already provides almost complete protection against most enemy missiles.
• Camouflage systems "Shadow", "Shadow MK II ", "Ghost"
Reduces the visibility of the ship by: 40 \ 60 \ 80%.
Honestly, I never had to use these systems to reduce noticeability. In the first “wolves”, as I remember, there were only one or two missions, which implied a secret action, but I managed to go on the forehead, although enemy “tigers” made me boot about twenty times. In Star Wolves 2, I also did not find application for invisibles. Maybe you will find?
• Masking systems "Nebula", "Black Hill"
Reduces the visibility of the ship by: 40 \ 60.
These systems work at the principle similar to the “shadows”, only cover the entire link at once with a camouflage field. If you decide to use invisibility, it is better to choose these systems, since you spend only one cell on the link on them, and not one from each fighter.
• Emergency repair systems "Troll", "Werewolf", "Likantrop", "OGR"
A single system, repairs a ship at a speed of: 10 \ 20 \ 50 \ 100 points of the case per second
Acts: 15 \ 15 \ 10 \ 10 seconds.
Again, I never had a chance to use emergency repair systems. There was always enough technical expert in the link, even at high levels of complexity. However, for single pilots, an emergency repair system will be by the way-after all, you have to somehow be repaired.
• Personal repair systems “Gnome”, “Kobold”, “Gremlin”, “Nan”
Repairs a ship at a speed of: 1 \ 2 \ 4 \ 8 hull points per second.
Repair is good. Personal repair – bad. It is suitable only for loners, and in a full-fledged detachment it is better to keep the specialist technique, and not be content with half measures.
• Remote repair systems "Krick", "Redimer", "Sigil", "Phoenix"
Repairs a ship at a speed of: 1 \ 2 \ 4 \ 10 hull points per second.
Remote repair is important as air. Literally, not a single detachment can do without a craftswoman, which only flies behind the allies and hastily packed their perforated pelvis. You should not save on these systems, it is better to buy the most advanced samples at once. Even if you have to sell the last pants.
• BASTION, CITADEN, STRILINE, Granite, Prototype of the shield, the shields
The energy of the shields increases by: 50 \ 100 \ 200 \ 350 \ 500
The restoration of shields is accelerated by: 1 \ 2 \ 2 \ 3 \ 4 points per second.
The most popular and important module on the ship, as it noticeably prolongs the life of any space gland. Prototypes are especially good, since with their help you can make a good ship literally indestructible from their help.
• Antilasis protection "Sapphire", "Almaz", "Rubin"
Weakens laser radiation on: 20 \ 50 \ 80%.
It is useful when there are many opponents with lasers around, but computer enemies most often use mixed weapons. Hence the conclusion: use an additional shield generator – live longer.
• Emergency accelerators "Furious", "Super Form"
The speed of the ship increases by: 75 \ 150%
Duration: 60 \ 120 seconds.
For emergency cases, the necessary maximum is an emergency repair system. After the repair, the pilot can return to battle, but there is no sense from disposable accelerators. Why run if you can repair right in a fight?
• Accelerators "Tarpan", "Mustang", "Hall"
The maximum speed increases by: 10 \ 20 \ 30%.
Permanent accelerators are better than one that they always work and do not have to change them. On any fighter there is a cell for such a system. It is especially necessary to increase speed to the main shock fighters – to more often go on the attack and it is better to dodge opponents.
• ENSUMENTERS OF THE MANEARY "GLISSADA", "VIRAGE"
Maneuverability increases by: 30 \ 50%.
And again, I did not have a chance to try amplifiers of maneuverability in the case. There was no need – in their place I like a powerful shield battery. Although such amplifiers will give serious advantages in battle to masters.
• Emergency cooling systems of weapons "Blizzard", "Buran", "Purga"
The rate of fire increases by: 50 \ 100 \ 150%
Duration: 60 \ 90 \ 120 seconds.
Minus emergency systems – they are disposable, so you can not plan long -term prospects. And in general, the use of emergency measures indicates errors in planning. And instead of a disposable shooting accelerator, a constant engine accelerator is much better … or the same shield.
• Weapon cooling systems “Prototype F”, “Prototype X”
The rate of fire increases by: 35 \ 60%.
I extremely recommend using these systems in combination with rate of fire lasers and guns of strangers. The efficiency of the weapon increases in proportion, and for the sake of this you can (and it is necessary to) sacrifice not only shields, but even engine accelerators.
Systems of Baz ships
• Sensory modules "Eagle", "Hawk", "Parallax", "Quasar"
Detection range: 190 \ 230 \ 300 \ 400.
Radar – an extremely important thing. Sometimes it is worth sacrifice a full -fledged pro to establish full -fledged vision. The blind detachment of a priori tactically loses – and this is the right path to the grave. Do not save on radar, buy the best regardless of circumstances.
• Anti -missile modules “Curtain”, “Dyma”, “Fog”, “Sow”
The effectiveness of the reflection of missiles: 10 \ 20 \ 30 \ 40.
Missile defense is needed only when rockets fly in you. Base ship is not a flimsy fighter. He can withstand a massive missile attack without a modern. The main thing is to survive the first blow, and the automatic repair systems will take care of the consequences. You should not install this system without fail. Better to navigate on the situation. Most often in the system there is a station where you can "change" the filling.
• Repair modules "Chrome", "Nickel", "Vanady", "Wolfram"
Repair speed: 1 \ 2 \ 5 \ 20 lining points per second.
Repair systems are necessary as air. There is no life without them, because the base ship is unlikely to transfer several heavy fights in a row. Automatic repair also saves money greatly. And with the "tungsten" the base becomes so tenacious that it can personally be thrown on the attack against a dozen any fighter.
• Generators of the shields "Skutum", "Ijis", "Shiva", "Kali"
The energy of the shields increases by: 300 \ 600 \ 1500 \ 3000
The recovery rate increases by: 1 \ 2 \ 4 \ 10 points per second.
Early shield generators do not give high -quality growth, so instead of them you can most often put an engine accelerator or module. The last modification of the generator – “Kali”, on the contrary, should be installed almost without fail. She greatly prolongs the life of any ship.
• engine accelerators Buffalo MK II , Buffalo MK V , Bison, elephant
Improvement of maneuverability: 50 \ 0 \ 0 \ 25%
Speed improvement: 0 \ 20 \ 40 \ 15%.
Accelerators for the base ship are indispensable, as they strongly shorten long flights. Before the battle, it is better to remove accelerators, and put the module about their place. Base ship is not a fighter. It is large and clumsy, so even serious affiliations of maneuverability for it are not as important as an impenetrable protection.
• Masking systems "Stalker", "Assassin"
Reduce the visibility of a large ship by: 50 \ 70%.
I have never found a sane application for this system. Maybe she will help to escape from the enemy, but why prepare in advance for a retreat? It is better to arm yourself well and let everyone light.
• Antar, topaz, emerald anti -laser systems
Lazer damage is reduced by: 20 \ 50 \ 80%.
Usually large ships are still not afraid of lasers, but missiles. Therefore, to protect them specifically from lasers, there is little sense. Except to have such a system in case, but the anti -hazel protection is not so cheap that anyone can calmly keep a copy in the hold.
• Iceberg turret accelerator
The rate of fire of the guns increases by 40%.
Shooting accelerators are very cool when the guns are already rate of fire. An increase in 40% is better felt by machine guns, the rate of fire of which exceeds 300. Lasers and plasma guns almost do not benefit from this system, and meanwhile it occupies a precious cell, which is better to adapt to the engine or shield.
• • •
I hope this information will be useful to the connoisseurs of “Star Wolves”, but I do not say goodbye to you and I hope for an ambulance in the heading “Tips of the Masters”.