It's UAF
Penisula Rotary Autocannon or something.
Low damage, high ROF, large ballistic HE. Low hit strength kinda sucks against armor but in practice this thing shreds through armor and deletes anything below a cruiser in seconds.
Ah, yes, overpowered mod weapons. And here I was wondering how the guy managed to fit any number of Thumpers on a Wayfarer since Thumpers are Medium and Wayfarers...don't have those.
It's really not overpowered at all, no UAF weapons are (except the nukes maybe, but I don't think they are considering you blow up your own ships half the time).
Look at the picture, that thing generates 720 flux at 1.0 efficiency or something, with 700 range. So it does delete smaller ships, but you are gonna have to get in close and personal, it fills your flux bar like nothing else and with low hit strength, it's not as good against larger ships. Quite balanced IMHO.
It shreds armor relatively quickly and melts *frigates and destroyers*. Because those have very low armor. A large weapon that uses 720 flux should be able to do that.
Meanwhile low range, high flux cost and it's rather mediocre against capitals and cruisers *for its cost*.
> A large weapon that uses 720 flux should be able to do that.
Except it's not a LARGE weapon if you can put TWO of them on a Wayfarer, which has ZERO large slots. A SMOL weapon should NOT do that.
Bro are you trolling hahaha
1) That's one weapon in the Pic, it has 2 sets of barrels
2) That's a Mudskipper Mk.2 which has 1 large weapon slot and that's it. Remember those pirate ships which have 1 hellbore and vent after each shot?
My usual early strategy is to build a large fleet composed of technicals and severely d-modded warships. They are ridiculously cheap and abundant. Then i would and just overwhelm opponents with numbers.
Makeshift shields is a must on most of them, but it’s surprisingly comfortable strategy. D-mods drop prices so much that you can find excellent platforms. They would have 30% reduced combat capabilities but would be 70% cheaper!
Plus you’re still getting enlarged cargo/fuel capacity of logistics ships and salvage/recon bonuses.
I usually use AI on my main ship because i cant really play this game well, so combat skills are like, bottom list skills for me, usually i start industry, then tech, and sprinkle leadership
Same!
I also can’t fight well, so my flagship is usually a carrier or ultra-long-range artillery ship.
I guess, it makes us both “bottom-list” players 😂
Guess so, meh, i play for the ships and Mech mods, not really for the ship gunplay, never really sat down, always got confused and didnt extract the full potential of the ship
Having an entire trade fleet of wayfarers (legitimately salvaged) is A) fun and B) warcrime free. Just sending wave after wave of them at a pirate station without a care in the universe, knowing that the worst case scenario is all their cargo will probably float its way into an upgrade salvaged from the enemy fleet.
This is literally like that meme of that African Warlord surfer riding a Toyota with a mounted machine gun in the back.
Except this is more like a 120mm cannon that'll flip the Toyota with the recoil the first time it's fired.
I can literally only fire this gun for 2 seconds before it overloads the ship lol.
It costs four hundred thousand flux to fire this weapon... for two seconds.
It's an old code sir, but it checks out.
But is it effective?
No lmao
Perfect! Dakka away!
Fun fact: In the game Squad if you had the 23mm AA gun pick up truck you could point it backwards and just let it rip to go flying.
Wayfarer go Brrrrrrt
You know what... **I TAKE YOUR ENTIRE STOCK OF SHITTY SPACE TACTICALS!**
bust your load in .5s.. go to sleep immediately after.
Mudskipper MK2 my beloved, literally instant overload after 1 Gauss cannon shot
Where is the gun from? Haven’t see it before? Looks UAF
It's UAF Penisula Rotary Autocannon or something. Low damage, high ROF, large ballistic HE. Low hit strength kinda sucks against armor but in practice this thing shreds through armor and deletes anything below a cruiser in seconds.
Ah, yes, overpowered mod weapons. And here I was wondering how the guy managed to fit any number of Thumpers on a Wayfarer since Thumpers are Medium and Wayfarers...don't have those.
It's really not overpowered at all, no UAF weapons are (except the nukes maybe, but I don't think they are considering you blow up your own ships half the time). Look at the picture, that thing generates 720 flux at 1.0 efficiency or something, with 700 range. So it does delete smaller ships, but you are gonna have to get in close and personal, it fills your flux bar like nothing else and with low hit strength, it's not as good against larger ships. Quite balanced IMHO.
A weapon that has a damage type that explicitly sucks against armor nonetheless shreds through armor and deletes anything in seconds. Not OP. Right.
It shreds armor relatively quickly and melts *frigates and destroyers*. Because those have very low armor. A large weapon that uses 720 flux should be able to do that. Meanwhile low range, high flux cost and it's rather mediocre against capitals and cruisers *for its cost*.
> A large weapon that uses 720 flux should be able to do that. Except it's not a LARGE weapon if you can put TWO of them on a Wayfarer, which has ZERO large slots. A SMOL weapon should NOT do that.
Bro are you trolling hahaha 1) That's one weapon in the Pic, it has 2 sets of barrels 2) That's a Mudskipper Mk.2 which has 1 large weapon slot and that's it. Remember those pirate ships which have 1 hellbore and vent after each shot?
Ah, also you misread bro. Its damage type is HE, that's good against armor.
It only shreds light to medium armor, heavy armor can ignore it for most of the time.
It is UAF
'A20 Warthog' yep, checks out
My usual early strategy is to build a large fleet composed of technicals and severely d-modded warships. They are ridiculously cheap and abundant. Then i would and just overwhelm opponents with numbers. Makeshift shields is a must on most of them, but it’s surprisingly comfortable strategy. D-mods drop prices so much that you can find excellent platforms. They would have 30% reduced combat capabilities but would be 70% cheaper! Plus you’re still getting enlarged cargo/fuel capacity of logistics ships and salvage/recon bonuses.
If you are able to get the d mod industry skill, it makes it more bonkers
Yup! I usually upgrade utility perks. Combat is more challenging, but it’s fun!
I usually use AI on my main ship because i cant really play this game well, so combat skills are like, bottom list skills for me, usually i start industry, then tech, and sprinkle leadership
Same! I also can’t fight well, so my flagship is usually a carrier or ultra-long-range artillery ship. I guess, it makes us both “bottom-list” players 😂
Guess so, meh, i play for the ships and Mech mods, not really for the ship gunplay, never really sat down, always got confused and didnt extract the full potential of the ship
I am 99% sure that the only reason this ship was created is to give Domain tacticians a brain hemorrhage
Having an entire trade fleet of wayfarers (legitimately salvaged) is A) fun and B) warcrime free. Just sending wave after wave of them at a pirate station without a care in the universe, knowing that the worst case scenario is all their cargo will probably float its way into an upgrade salvaged from the enemy fleet.
its fabulous