Straight and to the point, what's the armor type on the corvette?
I know the ships do composite damage, but the armor has to be (Ok, I logically think it can be)
Light or VeryLight.
So which is it?
VeryLight, same as fighters. Flak counters Corvettes
BTW, good to see you again Raging Amish!
But I would expect some change to it's dmg type.
Actually, only 2 of the weapons are composite....one of them is anti light and is capable of targetting SC...
omg RA!
HAI!!!!!!!!
welcome back!
enjoy your stay!
never leave again! ;_;
Very light armor but composite weapons making it effective against all armor types.
TXT...armorType "VeryLight"hudIcon "HUDICON_CORVETTE_PHASE"smallHudIcon "MAINVIEWICON_CORVETTE_PHASE"infoCardIcon "INFOCARDICON_CORVETTE_PHASE"minZoomDistanceMult 6.000000NumWeapons 3Weapon WeaponType "Projectile" damageEnums AttackType "COMPOSITE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "PULSEGUN" DamagePerBank:FRONT 35.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 3000.000000 PreBuffCooldownTime 12.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.200000 TravelSpeed 3600.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Projectile" burstCount 2 burstDelay 0.350000 fireDelay 0.000000 muzzleEffectName "Weapon_NaniteCombatPulseGun_Muzzle" muzzleSoundMinRespawnTime 1.000000 muzzleSounds soundCount 2 sound "WEAPON_PHASECAPITALPULSEGUNLIGHT_MUZZLE" sound "WEAPON_PHASECAPITALPULSEGUNLIGHT_MUZZLE_ALT1" hitEffectName "Weapon_PhaseCapitalPulseGunLight_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS" projectileTravelEffectName "Weapon_NaniteCombatPulseGun_Travel"Weapon WeaponType "Missile" damageEnums AttackType "COMPOSITE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "PHASEMISSILE" DamagePerBank:FRONT 0.000000 DamagePerBank:BACK 30.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 3500.000000 PreBuffCooldownTime 13.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.000000 TravelSpeed 1200.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Missile" burstCount 2 burstDelay 0.600000 fireDelay 0.000000 muzzleEffectName "Weapon_PhaseCapitalMissileBomber_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 2 sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE" sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE_ALT1" hitEffectName "Weapon_PhaseCapitalMissileBomber_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC" missileTravelEffectName "Weapon_PhaseCapitalMissileBomber_Travel" missileStartTurningDistance 10.000000 missileSlowTurnRate 3.141593 missileMaxSlowTurnTime 1.000000Weapon WeaponType "Beam" damageEnums AttackType "ANTILIGHT" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "FLASHBEAM" DamagePerBank:FRONT 0.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 23.000000 DamagePerBank:RIGHT 23.000000 Range 3000.000000 PreBuffCooldownTime 9.500000 CanFireAtFighter TRUE...
Good to be back. Thanks Volt. I had you saying it was very light and someone else saying light. Can't argue with the coding.
Will I leave? Not for a while, but I probably won't play as much as I did once upon a time. I'm more of a Call of Duty nut nowadays.
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