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  1. SuperZapper2000Laser Cannon <PH>This is the standard fast-firing mid-range weapon. It has good accuracy, moderate damage, a high rate of fire, and moderate power consumption. <PH>Light Laser Cannon <PH>This is a close-range laser cannon that does moderate damage at close range, but loses damage rapidly at mid and long range. It has low power consumption, and can be fired for extended periods of time. <PH>Rapid-fire Laser Cannon <PH>This is a very rapid-fire weapon that can deal out a great deal of damage up close, but its poor accuracy makes it fairly ineffective beyond short range. It also consumes power quickly. <PH>Quad Laser Cannon <PH>This weapon fires alternating pairs of bolts from four cannons, dealing considerably more damage than the standard laser cannon while maintaining good rate of fire and accuracy. It consumes considerably more power as a result. <PH>Cluster Missiles <PH>This is a lock-on missile designed for dogfighting, with a very quick lock-on time, a good ammo capacity, but a short maximum range and only moderate damage. Several missile hits will be required to destroy an opposing ship. <PH>Rocket Pods <PH>These rapid-firing rockets can do great damage, especially to objectives, and come with a decent ammo supply. They lack any kind of guidance system, and are very inaccurate, making them useful primarily against stationary targets. <PH>Sensor Beacon <PH>This is a stationary, unarmed drone ship with a large sensor and communication range. It extends the sensor range of the Scout and his team, allowing them to detect enemies in the surrounding area of the map. The scout can only carry a small number of beacons. <PH>Target Tracker <PH>The Scout can lock onto an enemy ship with this system, launching a tiny tracking device that latches onto the target and boosts its sensor signature by a large amount, effectively broadcasting its location to all ships on the Scout's team. <PH>Sensor Sweep <PH>When activated this system temporarily boosts the sensor range of the scout, and dispels the cloaking abilities of any nearby enemy ships. <PH>Sensor Probe <PH>This spawns a tiny Sensor Probe drone ship that moves straight forward for a set distance, then stops. The probe has a good sensor and communication range, and functions similarly to a Sensor Beacon, but has a much shorter lifespan, only broadcasting sensor information for a few seconds before running out of power and self-destructing. <PH>Koiogran Turn <PH>This defensive maneuver is a 180-degree turn, allowing the Scout to quickly come about to attack foes behind him. This maneuver allows the ship to evade lock-on missiles. <PH>Barrel Roll <PH>This defensive maneuver rapidly rolls the ship 360-degrees, temporarily boosting the evasion of the ship so it is much harder to hit with direct-fire weapons. This maneuver also allows the ship to evade lock-on missiles. <PH>Power Dive <PH>This defensive maneuver flips the ship over and dives straight "down", allowing the ship to rapidly change course in an attempt to shake pursuers. This maneuver will evade lock-on missiles. <PH>Retro Thrusters <PH>This defensive maneuver accelerates the ship straight backwards for a short duration, after which the ship resumes its previous course and accelerates back to speed. This maneuver allows the ship to get behind pursuers that are following too closely. It temporarily boosts the evasion of the ship, making it much harder to hit with direct-fire weapons. <PH>Booster Recharge <PH>Instead of a defensive maneuver, this engine has the ability to instantly refill part of the Engine Power pool, allowing the boosters (afterburners) to be used for an extended time. <PH>Tensor Field <PH>Instead of a defensive maneuver, this engine has the ability to temporarily boost the maximum speed of the Scout and all nearby allies in a large radius. <PH>Quick-charge Shield <PH>This is a low-strength shield with a fast regeneration rate, and the ability to instantly refill a portion of the shield power when activated by the player. <PH>Distortion Field <PH>This is a low-strength shield that gives a passive boost to evasion, and can be activated by the player to create a huge temporary evasion boost. <PH>Directional Shield <PH>This is a moderate-strength shield that gives the player the ability to shift shield strength (and regeneration rate) between the fore and aft arcs of the shield. <PH>Engine Power Converter <PH>This is a standard moderate-strength shield that allows the player to transfer a portion of the shield power to the engine power pool. <PH>Koiogran Turn <PH>This defensive maneuver is a 180-degree turn, allowing the Scout to quickly come about to attack foes behind him. This maneuver allows the ship to evade lock-on missiles. <PH>Barrel Roll <PH>This defensive maneuver rapidly rolls the ship 360-degrees, temporarily boosting the evasion of the ship so it is much harder to hit with direct-fire weapons. This maneuver also allows the ship to evade lock-on missiles. <PH>Power Dive <PH>This defensive maneuver flips the ship over and dives straight "down", allowing the ship to rapidly change course in an attempt to shake pursuers. This maneuver will evade lock-on missiles. <PH>Retro Thrusters <PH>This defensive maneuver accelerates the ship straight backwards for a short duration, after which the ship resumes its previous course and accelerates back to speed. This maneuver allows the ship to get behind pursuers that are following too closely. It temporarily boosts the evasion of the ship, making it much harder to hit with direct-fire weapons. <PH>Booster RechargeInstead of a defensive maneuver, this engine has the ability to instantly refill part of the Engine Power pool, allowing the boosters (afterburners) to be used for an extended time. <PH>Tensor Field <PH>Instead of a defensive maneuver, this engine has the ability to temporarily boost the maximum speed of the Scout and all nearby allies in a large radius. <PH>Rotational Thrusters <PH>This defensive maneuver rapidly turns the ship to face directly towards its current target. This maneuver allows the ship to quickly switch targets when the situation requires it. <PH>Weapon Power ConverterInstead of enabling a defensive maneuver, this engine allows the player to transfer a portion of the engine power to the weapon power pool.Cruise Missile <PH>This is a large long-range missile that is flown and detonated remotely by the gunship pilot. The basic warhead is a high explosive that does good damage to all enemies in a large AoE around the missile. <PH>Ion Cruise Missile <PH>This is a large long-range missile that is flown and detonated remotely by the gunship pilot. The ion warhead does almost no hull damage, but it does extreme shield damage, drains weapon and engine power, and has a good chance to damage ship systems as well. <PH>Plasma Cruise Missile <PH>This is a large long-range missile that is flown and detonated remotely by the gunship pilot. The plasma warhead has a much smaller AoE than the other warheads, but the initial blast does more damage. If it drops the target's shield and reaches the hull (which will happen on all but the most heavily shielded ships) it applies a lingering plasma burn effect that adds significant damage-over-time. <PH>Railgun <PH>This is a magnetic cannon that can fire at targets a great distance away, and does massive damage when fully charged. The basic railgun ammunition is a magnetic metal slug that delivers high damage and partially bypasses the target's shield. <PH>Ion Railgun <PH>This is a magnetic cannon that can fire at targets a great distance away, and does massive damage when fully charged. It can fire ionized particles contained in a magnetic field, which does only minor hull damage, but does massive shield damage, drains weapon and engine power, and has a good change to disable ship systems. <PH>Plasma Railgun <PH>This is a magnetic cannon that can fire at targets a great distance away, and does massive damage when fully charged. It can fire plasma contained in a magnetic field, which doesn't pierce shields but applies a lingering burn effect for significant damage-over-time if the plasma reaches the target's hull. <PH>Burst Laser Cannon <PH>The Burst Laser Cannon fires slowly, but shoots a cluster of bolts each time is it fired. It does extreme damage at close range, has a wide firing arc, and is effective against fast-moving targets. However, it consumes a lot of power, and its damage falls off very quickly with range. <PH>Heavy Laser Cannon <PH>This powerful weapon fires high-damage bolts that are accurate even at long range. It fires slowly, and each shot consumes significant power. <PH>Ion Cannon <PH>Ion cannons do almost no damage to ship hulls, but do extreme damage to shields and have a high chance to damage ship systems. They are too inaccurate to be very effective at long range, fire at a slow rate, but only consume moderate amounts of energy. <PH>Mag Cannon <PH>This weapon rapidly fires a spray of magnetic pellets, instead of bolts, allowing a significant amount of its damage to pierce shielding. It is most effective at close range, as the projectiles are very inaccurate and will typically miss targets at medium and long ranges (although if they do hit they suffer no damage falloff at range). <PH>Concussion Missiles <PH>This is a flexible lock-on missile intended for dogfighting, but with enough punch to damage objectives as well. It has a moderate lock-on time, a long maximum range, and high damage. Two concussion missiles will be enough to destroy all but the toughest ships. It has a fairly limited ammunition capacity. <PH>Proton Torpedeos <PH>Proton Torpedoes are very long-range lock-on missiles that do extreme damage, ignore armor, and pierce shields, making them extremely useful against objectives. Their narrow lock-on cone and extremely long lock-on time makes them nearly useless against moving targets. Torpedo launchers have a fairly limited ammunition capacity. <PH>Ion Missiles <PH>An Ion Missile is a lock on missile that does extreme shield damage and is very likely to damage ship systems, but does little damage against ship hulls. It has a moderate lock-on time, and a long maximum range. One missile will destroy all but the strongest shields, and likely disable a ship system as well. <PH>Ion Burst <PH>The Ion Burst releases a wave of energy that expands outwards from the Infiltrator in all directions, draining power and doing massive shield damage to all hostiles that it touches. The burst is only effective at short ranges. <PH>Plasma Lance <PH>This is a cone of plasma fired from the front of the ship, able to instantly destroy light Starfighters. <PH>Hull Charges <PH>Hull charges are launched towards nearby ships, where they stick to the ship hull and detonate after a short duration. They work like lock-on missiles, but have a very short maximum range and a fairly long cooldown time. They do good damage, and completely ignore their target's shield. <PH>Graviton Charges <PH>These function similarly to Hull charges, but instead of exploding they generate an unstable gravity field after attaching to their target. This significantly reduces the speed and maneuverability of the target, and does some mild damage-over-time directly to the hull. <PH>Seismic Mines <PH>Seismic Mines are very high damage proximity mines with a relatively small explosive radius that can pierce shields and armor with ease. <PH>Seeker Mines <PH>Seeker Mines have a large proximity range, using thrusters to launch themselves towards enemy craft that get too close, much like a missile. They do very high damage, but their concussion explosion can be absorbed by shields. <PH>Shield Power Converter <PH>Instead of enabling a defensive maneuver, this engine allows the player to transfer a portion of the engine power to the shield power pool. <PH>Hyperspace Beacon <PH>This is an unarmed drone that transmits hyperspace navigation information to the Bomber's team, allowing them to choose to appear at the beacon's location after being defeated, instead of at their usual respawn location. <PH>Recall Beacon <PH>The Bomber can drop this unarmed drone to mark a hyperspace destination. It can then activate this ability again to perform a jump back to the beacon's location from anywhere in the map. <PH>Target Tracker <PH>The Scout can lock onto an enemy ship with this system, launching a tiny tracking device that latches onto the target and boosts its sensor signature by a large amount, effectively broadcasting its location to all ships on the Scout's team. <PH>Sensor Sweep <PH>When activated this system temporarily boosts the sensor range of the scout, and dispels the cloaking abilities of any nearby enemy ships. <PH>Sensor Probe <PH>This spawns a tiny Sensor Probe drone ship that moves straight forward for a set distance, then stops. The probe has a good sensor and communication range, and functions similarly to a Sensor Beacon, but has a much shorter lifespan, only broadcasting sensor information for a few seconds before running out of power and self-destructing. <PH>Primary Weapon Swap <PH>The Fighter variant (and the Premium version of it) has the ability to equip two Primary Weapons instead of an Auxiliary System, and can swap between them during combat. <PH>Secondary Weapon Swap <PH>The Attack variant has the ability to equip two Secondary Weapons instead of an Auxiliary System, and can swap between them during combat. <PH>Target Painter <PH>This is an electronic warfare weapon that highlights a target, making it easy prey for your team. It takes a few seconds to lock on, after which it boosts the signature of the target, removes its evasion, and damages a random ship system. <PH>Defensive Combat Command <PH>This system analyzes threat data and, when activated, uses it to optimize the defensive systems of all nearby ships. It increases the evasion and shield power regeneration of all nearby allies for a short duration. <PH>Offensive Combat Command <PH>This system analyzes combat data and, when activated, uses it to optimize the offensive systems of all nearby ships. It increases the accuracy and weapon power regeneration of all nearby allies for a short duration. <PH>IFF Mimic <PH>This system transmits a false IFF signal that makes the Infiltrator appear to be a friendly ship on enemy sensors for a short duration. <PH>Jamming Field <PH>When activated this electronic warfare system drastically reduces the communication ranges of nearby enemies, preventing them from relaying sensor data to each other. <PH>Sensor Shadows <PH>This system generates extra sensor signatures, making the Infiltrator appear to be multiple ships flying together on enemy radar. <PH>Decoy Beacon <PH>The Infiltrator drops a well shielded and armored drone that looks like the Infiltrator itself, both visually and on sensors. The decoy is unarmed, but will break missile locks, distract enemies and hopefully draw fire from the real Infiltrator. The drone will drift forward a short distance before coming to a stop, and will last for a moderate lifespan. <PH>Missile Sentry Drone <PH>The Missile Sentry is an immobile drone ship armed with a standard laser cannon and a long-range concussion missile launcher. It will attack any enemy that gets within range of its weapons. <PH>Interdiction Sentry Drone <PH>The Interdiction Sentry is an immobile drone ship armed with a standard laser cannon that projects an interdiction gravity field around its location. This field will significantly slow the speed and reduce the turning rate of every nearby enemy ship. <PH>Interdiction Mine <PH>When detonated this mine unleashes a massive gravity field. This field will significantly slow the speed and reduce the turning rate of every nearby enemy ship, and will deal a moderate amount of hull damage (bypassing shields) as well. <PH>Ion Mine <PH>When detonated this mine unleashes an ion blast, dealing massive shield damage and draining weapon and engine energy from all nearby foes. It will only do minor damage to starship hulls, but has a good change to damage ship systems. <PH>Mimic Mine <PH>This is a powerful concussion mine, disguised as an enemy drone. It will appear to be a friendly repair drone to your enemies, both on radar and visually, but if they approach too closely it will detonate and deal significant damage to all foes in a large radius. <PH>Quick-Charge Shield <PH>This is a low-strength shield with a fast regeneration rate, and the ability to instantly refill a portion of the shield power when activated by the player. <PH>Distortion Field <PH>This is a low-strength shield that gives a passive boost to evasion, and can be activated by the player to create a huge temporary evasion boost. <PH>Directional Shield <PH>This is a moderate-strength shield that gives the player the ability to shift shield strength (and regeneration rate) between the fore and aft arcs of the shield. <PH>Engine Power Converter <PH>This is a standard moderate-strength shield that allows the player to transfer a portion of the shield power to the engine power pool. <PH>Charged Plating <PH>This is a strong shield with a good regen rate that allows about half of the damage that strikes it to bleed through to the ship's hull. When activated it significantly increases the damage reduction of the ship's hull for a moderate duration. <PH>Shield Projector <PH>This is a low-strength shield with a fast regeneration rate, which can be activated to instantly restore a moderate amount of shield power to the Strike Fighter and all nearby allies. <PH>Cloaking Device <PH>This cloaking device lasts for a very long duration, and can be toggled on and off outside of combat . If the ship suffers damage, attacks with a weapon, or activates a system the cloaking effect is immediately broken. <PH>Combat Cloaking Device <PH>This cloaking device can only cloak the ship for a short duration, after which the effect is broken and the device needs to cooldown for a time before it can be used again. It can be activated during combat and is not disrupted by enemy fire. <PH>Cloak Projector <PH>When activated this device cloaks the Infiltrator, and all allied ships within a relatively small radius. This is a moderate-duration cloak that can be broken by enemy fire. Any ally that strays too far from the Infiltrator will also be uncloaked. <PH>Fortress Shield <PH>This is a low-strength shield whose strength is boosted significantly when activated by the player. The player can only activate this shield when the ship is not moving, and throttling up will immediately dispel the effect. <PH>Feedback Shield <PH>This is a moderate-strength shield. Activating the shield charges it with energy, so the next enemy to strike the shield with a primary weapon hit will receive a shock dealing significant damage in return. <PH>Overcharged Shield <PH>This is a very strong shield with a slow regen rate. When activated it increases the maximum shield capacity (and current shield) by a moderate amount for a short duration. This extra shielding will be lost when the duration expires. <PH>Shield Projector <PH>This is a low-strength shield with a fast regeneration rate, which can be activated to instantly restore a moderate amount of shield power to the Strike Fighter and all nearby allies. <PH>Repair Drone <PH>This is a unarmed drone that gradually restores the shields of all nearby allies. It can be upgraded to slowly repair hull or restore ammunition as well. <PH>Damage Capacitor <PH>Increases the damage of primary weapons. <PH>Frequency Capacitor <PH>Increases the rate of fire of the primary weapons. <PH>Range Capacitor <PH>Increases the range of primary weapons. <PH>Capacity Magazine <PH>Increases the ammo capacity of all secondary weapons and auxiliary systems. <PH>Power Magazine <PH>Increases the maximum weapon power of all secondary weapons and auxiliary systems. <PH>Regeneration MagazineIncreases the weapon power regeneration rate of all secondary weapons and auxiliary systems. <PH>Range Sensors <PH>Increases the range of all sensors. <PH>Communication Sensors <PH>Increases the communication range of all sensors. <PH>Dampening Sensors <PH>Dampens the sensor signature of your ship. <PH>Speed Thrusters <PH>Increases engine speed. <PH>Turning Thrusters <PH>Increases turning rate. <PH>Power Thrusters <PH>Increases max engine power. <PH>Regeneration Thrusters <PH>Increases engine power regeneration rate. <PH>Large Reactor <PH>Increases the maximum shield capacity. <PH>Regeneration Reactor <PH>Increases the shield regeneration rate. <PH>Turbo Reactor <PH>Reduces the delay before shield regeneration starts. <PH>Deflection Armor <PH>Increases the damage reduction of the ship. <PH>Reinforced Armor <PH>Increases the hull strength of the ship. <PH>Lightweight Armor <PH>Increases the evasion value of the ship. <PH>
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