Cosmoteer Basic Missile Guide

Описание к видео Cosmoteer Basic Missile Guide

A quick overview of the 4 Launcherbased weapons that sometimes get overlooked. And i will show you, why missiles deserve more attention.

0:00 Intro
0:25 Topics
0:34 Why choose missiles?
0:57 general Advantages
1:26 general Disadvantages
2:03 general Playstyle
2:40 HE-Missiles
5:52 EMP-Missiles
7:17 Nukes
8:41 Mines
10:35 examples for Shipdesign
11:29 Outro

My Crew Roles
The Gunners have everything at 0 exept for operating all guns. (exept mining laser. that is also operating 0)
Also no firefighting. If one member is missing, then the entire gun wont function.

The Loaders have extinguish fire on 10, every supply ammo and supply battery on weaponsystems on 9. Mind that point defense is also 0 because i have my own crew for that.
Also you might want to tell your crew to stay to their respective factorys, reactors and weapons. Would be bad if crewmembers would start to walk across the ship to another weapon that usually has its own Loaders. You do that by pressing "T" in the crew management tab. You then leftclick on the loaders barracks and rightclick everything that they should be allowed to use.
Dont forget the fireextinguisher though. Otherwise they wont do any firefighting because you didnt allow any extinguishers to be used.

Suppliers: firefighting 10
every weaponfactory both supply battery and supply reccources on 9. rest 0

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