

Ultimately your job is to carry out his plan.-Play as Human, Sylvassi or Robot crewmembers Your captain may step in on any of those conversations, or delegate and let you solve them yourselves. Is Weapons power setting throttled? Can we run coolant just long enough to squeeze off a few shots and finish this fight?” “Engineer, I’m seeing slow heat dissipation on the main gun. “Science, what’s our sensor focus set to? I’ll set the missiles to the same system to knock it out faster.” “Pilot, what is our attack strategy? Stay back and snipe? Dogfight and stay in their blindspot?” Here are some dialogues that you should be having. Strong ships where communication is breaking down will fail. Weak ships that use teamwork can clear all content. It is your strongest, most efficient damage dealer, and it draws no power when not in use. There’s never any reason to throttle down the Main Turret. If the engineer is cutting power to your station due to a heat crisis, you can force what little power you are getting into the Main Turret to maximize damage output. The Main Turret is always your most efficient damage dealer, often doubly so or more. In the early game when power is scarce, consider throttling down your secondary turrets. The bars below display individual power routing. Weapons will take damage randomly every time your ship receives hull damage. Science must use Sensor Focus to achieve this. Your main turret CAN be used to target enemy subsystems too. Your captain may have specific strategies.

Generally you hit engines to slow the enemy craft down to make followup shots easy, then hit Weapons to stop them hitting back. Fairly useless right now.ĥ – 6 – 7 – 8 will target enemy ship systems. Shield piercers are great at killing shields, but the vast majority of enemy ships are built with armor meta.

Over time, this will become muscle memory and alignment will be effortless. RELEASE the left mouse button when the circles perfectly overlap. Alignment circles will move together during this time. HOLD the left mouse button and the turret begins to charge. You are now a bare minimum competent Weapons Specialist. Get on that turret and shoot what the captain designates. This is where you will spend most of the game. The Main Turret _requires_ you to be on it.

The Small Turrets will fire automatically without your assistance. The Main Turret’s control panel is physically taller and wider. Once in the weapon room, notice that there are Small Turrets (usually two) and one Main Turret. Weapons always has a special office, corner, or cubby hole on each ship. Split anything left over between Pistoleer and Health Boost. You just loaded into a new game as weapons. Learn to play Weapon Specialist in 30 seconds.This guide is current as of Weapons in 30 Seconds
