INTERSTELLAR ROGUE – Starting Guide

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Starting Guide


Pilot Classes


Mechanic:



  • Bonuses: More efficient repairs (more condition/hull restored when repairing)

    Repairs to arts and crafts systems on a timed proc

  • Best suited for: Aggressive players who prefer to wing into gunfire in addition to possess got harm to halt fights quickly.


Miner:



  • Bonuses: Higher charge per unit of measurement of loot drops

    Chance to larn double drops of scrap

  • Best suited for: Patient players who are prepared to pass to a greater extent than fourth dimension doing inventory management.


Gunner:



  • Bonuses: Increased gain of send weapons

    Better harm for Earth combat weapons

  • Best suited for: Defensive Players who desire to engage enemies at a distance.

    Players who desire to focus to a greater extent than on Earth combat inwards derelicts in addition to planets.


Starter Ships


Eagle 1:



  • Pros: Good all circular stats. Small hitbox.

  • Cons: Mediocre at everything.

  • Best suited for: Players who aren’t wanting to specialise.


Rapier:



  • Pros: Small hitbox, fuel efficient, fast, good armoured.

  • Cons: Small cargo bay, minor fuel oxygen tanks, piteous stealth

  • Best suited for: Impatient in addition to aggressive players who desire to larn fast in addition to kill things!


Crate X-15:



  • Pros: Lots of cargo space, large fuel in addition to oxygen tanks, practiced stealth, four hardpoints

  • Cons: Large hitbox, piteous fuel efficiency, no armor

  • Best suited for: Patient players who desire to possess got their fourth dimension in addition to accumulate a large arsenal of weaponry


Starting Setups


All Mass Drivers



  • Pros: Efficient Energy Use, slow to use

  • Cons: Poor harm output, curt range, may whiff against armored enemies

  • Best Suited for: Players who prefer aggressive, curt gain combat


Plasma Gunner



  • Pros: Good harm Range

  • Cons: Slow projectile speed makes hitting fast targets difficult

  • Best suited for: Players talented at leading their shots!


Plasma Missilies:



  • Pros: Highly versatile, missiles practiced at countering agile early on game enemies

  • Cons: Missile launchers degrade apace in addition to eat a lot of fleck to run yesteryear along them running. Missile launchers tin john alone last activated manually using secondary fire.

  • Best suited for: Players who are having a hard fourth dimension alongside fast moving targets alongside the other setups.


Early Game Basics


So, you’ve chosen your pilot, send in addition to setup in addition to you’re at nowadays inwards the universe. Now what?


Movement: Go into the Inventory (I) in addition to select your Engine. Take banknote of what your Impulse Top Speed is. If yous are going below that speed, yous volition last travelling on impulse ability in addition to consuming ability from your reactor inwards lodge to move. This is helpful to conserve fuel, peculiarly if yous are inwards a heavier ship. If yous are going at or higher upwards that speed, yous volition last consuming fuel.


Oxygen Fuel: You require oxygen to run yesteryear along your airplane pilot alive. If it runs out, game over! If yous are using a send alongside a minor oxygen supply, therefore larn apace whenever your fuel provide allows. If your send has a bigger oxygen provide therefore yous tin john afford to possess got your fourth dimension in addition to salve your fuel for long hyperdrive trips in addition to combat situations. Fuel helps yous movement at high speeds in addition to purpose the hyperdrive. If yous run out, yous tin john alone move yesteryear using impulse power, which may exit yous vulnerable due to express manoeuvring options. Fuel in addition to Oxygen tin john last restored yesteryear either destroying asteroids to larn fuel/ice crystals, picking upwards fuel oxygen canisters during Earth missions, or buying fuel oxygen canisters at shops.


Radar: Call upwards your radar alongside (R), in addition to scan for contacts to abide by out what’s out there. While it reveals your position, you’re commonly ameliorate off knowing what’s out at that spot unless you’ve specifically built for stealth.


Lander Missions: There’s 2 types: Derelicts, which are zero-G missions in addition to planets, which possess got gravity.

For derelicts, only exit the lander immediately. Your combat adjust is ameliorate suited for zero-G manoeuvre than your lander is.


For planets, yous require to increase your thrust until yous are slightly reducing your velocity. Landers are quite sturdy, provided yous are correct side up, yous possess got to last hitting the Earth quite hard earlier yous commencement doing damage.


Once yous are landed, brand certain yous possess got your thrusters turned all the mode off earlier yous exit the lander. Otherwise it volition run yesteryear along burning fuel in addition to i time it runs out yous volition larn a Game Over due to beingness stranded on a planet. Try to avoid that because yous volition experience rattling giddy if yous brand that mistake.


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