Stardock will be closed for Easter weekend starting on Friday, April 3rd and we will be returning on Tuesday, April 7th. We will be monitoring support tickets and forums during this time, but expect delays in responses during this time.
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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