![]() Maybe they put everything into long-range beams and kinetics. Then you may want to try clean up in medium-range before you get shredded by their big guns. If you can snipe enemy ships before their missiles hit, you have a solid chance of forcing their missiles to lose their tracking. In this case your window of opportunity would be in the long and medium range areas. Or maybe you are up against some serious long-range missile fire followed by melee kinetics. You could set-up long-range and/or medium-range weapons and go for defensive battle cards when you get to melee. Maybe you are fighting ships with heavy melee (M) weapons and want to thin their ranks before you get to melee range. When you design ships, it is a good idea to have a basic philosophy of how you want battles to go. The opposite would be true for melee kinetics. In your example, the long range kinetics would be most accurate at long-range and would lose accuracy as the battle draws closer to melee. What are the numbers behind long/medium/melee options for each weapon type? Melee Range Missiles? Effective only at melee range or on both - long and melee? Long Range Kinetics? They are more effecitve at long range but still effective at melee? Or the loose melee range effectivness? Originally posted by Ragshak:Can anyone explain what long/medium/melee range do while equiping weapons at ship design screen? It is really confusing. I have always enjoyed long-range beams to wipe out some of the enemy damage ships in the first rounds, followed by some medium range missiles with nosebreaker to down the tank ship and clean up with melee kinetics. Not to mention long-range kinetics have a much lower projectiles per salvo (bullets per round) and kinetic defense blocks 'x number of projectiles', meaning it is very easy to stack defensively to neutralize long-range kinetics. Kinetics always fire 4 salvo per segment, beams fire twice and missiles fire once. Asuzu is talking about rate of fire which is also fixed to weapon type.not range setting. In reality the ability to take out enemies in the first salvo reliably surpasses the meager advantage melee kinetics have by far. Medium kinetics and melee kinetics spray just like long range kinetics and theoretically melee kinetics are even superior to long range kinetics because they deliver more damage per tonnage on melee setting. So too, an interest in Magic: The Gathering has persisted since William’s youth, and he can frequently be found watching Magic streams on Twitch and reading over the latest set spoilers.Originally posted by MTB-Fritz: In reality, all weapons suck except Long Range kinetics, where you spray your enemy like crazy. Now, William enjoys playing Super Mario Maker 2 on the Switch with his daughter and finding time to sneak in the newest From Software game when possible. This interest reached a height with MMORPGs like Asheron’s Call 2, Star Wars Galaxies, and World of Warcraft, on which William spent considerable time up until college. William’s first console was the NES, but when he was eight, it was The Legend of Zelda: Link’s Awakening on Game Boy that fully cemented his interest in the format. ![]() All the while, William’s passion for games remained. Upon graduating from the University of Southern California’s School of Cinematic Arts, William entered the realm of fine arts administration, assisting curators, artists, and fine art professionals with the realization of contemporary art exhibitions. ![]() William Parks is an editor at Game Rant with a background in visual arts.
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