Repulser beam
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Repulser beam
I'm trying to think of a purpose for it. I suppose it is useful for pushing an enemy away since the AI loves to fly circles around me trying to get behind me, but does it really work?
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Man I was in the same boat as you, but I put one on my galaxy and now I won't go anywhere without it!
Man not only does it push them away (missiles too) but it screws up there flight. Sometimes keeping them spinning in front of you. I let my turrents tear him apart.
Also I've use my repulser and tractor together for some strange effects! The pilot doesn't know what the hell to do! "it's pushing me away! No wait, its pulling me in!!! AWWWWWWW! screw it I'm getting away from this guy!"
Man not only does it push them away (missiles too) but it screws up there flight. Sometimes keeping them spinning in front of you. I let my turrents tear him apart.
Also I've use my repulser and tractor together for some strange effects! The pilot doesn't know what the hell to do! "it's pushing me away! No wait, its pulling me in!!! AWWWWWWW! screw it I'm getting away from this guy!"
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Sounds great to me So, you place two of these in the front hull weapon slots or just one?Master Pat wrote:Man I was in the same boat as you, but I put one on my galaxy and now I won't go anywhere without it!
Man not only does it push them away (missiles too) but it screws up there flight. Sometimes keeping them spinning in front of you. I let my turrents tear him apart.
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I always figured it would be like ramming only without hurting you. Which on its own would be pretty nifty, but I never use beams. Even tractor beams. I use whats on my turrets and nothing else. Wrong or right, its what I do
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It's the pushforce.Duke Derek wrote:what's the deal with the damage that it's listed to do? it says it does something rediculous like 162,000 MJ of damage or something, how can this be?
It would be quite simple to change things so that it says "pushforce: " instead of "damage: ". It should be done.
Think hard.Duke Derek wrote:what i am also wondering is what is the mundane use that the description mentions? i cant think of any non-combat uses for it
If you can't... there's the answer hidden in this message.
It's a teaser - to make people like you wonder about it.
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Ok, I'll tell you what I do. I will afterburn until I'm at my full speed 750 (I'm in a Galaxy) push and hold my neutonian flight button (I know that's not what it is really called) But at that point I'm no longer using any energy to afterburn. The enemy has to burn to catch up to me, thus depleating most if not all of it's own fuel. I turn my ship and am flying backwards give me a straight shot at him coming after me (turn your tracking (k) off)I fire my tachons and repulse at the same time as they approach. It works great. If there is mutliple enemies coming at you, you might take some hits, if they start into your armor just turn your ship to one side or the other (your flight path remains unchanged) to let your sheilds recharge. I have two turrents so they are always firing. I've had good success with this tactic.
The whole point of the repulser is to keep them from getting close to you. As the burn up to me, the repulse pushes them away causing to a)change course. b)keep the same course, and continue afterburning. c) stop afterburning, in which they loose ground really fast! d) all of the above. And while all of this is going on, my turrents are taking shots as fast as the can.
The whole point of the repulser is to keep them from getting close to you. As the burn up to me, the repulse pushes them away causing to a)change course. b)keep the same course, and continue afterburning. c) stop afterburning, in which they loose ground really fast! d) all of the above. And while all of this is going on, my turrents are taking shots as fast as the can.
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I quess it turns off all your manuvering jets. As long as you have the button held in you do not change speed, whether you are afterburning or not. So if you hit it once you have top burn speed, you do not slow down. Your ship will stay on the same path, so you can turn your ship anyway you want but your path doesn't change. So you can fly toward a jump point, and turn your ship completely backwards and shoot anything that is chasing you, yet still be heading toward the jump point, or where ever you are heading. I don't recommend using this in an astroid field...
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it's tilde and it's commented out in vegastrike.config
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http://vegastrike.sourceforge.net/
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The tilde key (with or without pressing shift) doesn't seem to do anything for me and neither does pressing F9 (match target's speed), unless all ships I encounter fly at or above 500 speed continuously.
I'm playing Privateer Remake 1.2 on a laptop with 1.5 GHz, 512 MBs of RAM and Win XP (SP 2 not installed).
It's not funkilling not to have those options, but I think it could make my games more interesting if I do get them to work,
TIA,
GP
I'm playing Privateer Remake 1.2 on a laptop with 1.5 GHz, 512 MBs of RAM and Win XP (SP 2 not installed).
It's not funkilling not to have those options, but I think it could make my games more interesting if I do get them to work,
TIA,
GP
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Tracktor/repulsor combo; nice
I had a centurion fitted with fusion/plasma cannons and tractor/repulsor instead of missiles. I got autotracking on all mounts and maxxed all the armor/hull upgrades(i think). anyway, I used tractor/repulsor to fix bogeys within my autotracking's killzone and i racked up gothris everytime. sweet.
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We had this discussion already in the Parallel Universe thread; Repulsor Beams are basically a copy-paste version of the Tractor Beam with the repulsor effect thrown in and the tractor-in effect not removed.micheal_andreas_stahl wrote:When I use my Repulser Beam the ships I aim it at end up in my cargo hold.
I got killed a lot in a Tarsus MK2 when fighting repulsor-turret equipped Draymans.
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