Tool Bar top Anon

Galaxy On Fire :Weapon & Ships Guide

FanUp SCORE

7.2
good
Rate This

Galaxy on Fire 2

+ Add  Strategy Guide

Galaxy On Fire :Weapon & Ships Guide

Hey ya'll!
So, here's a guide i put together from the comments/answers from this site: http://forums.fishlabs.net/fishlabs-mobile-games-en-20/galaxy-fire-135/g...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Galaxy On Fire :Weapon & Ships Guide
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Weapons
.
1.)Lasers
Basically lasers are the equivalent of pistols/rifles in real life. You know the kind, those sci-fi energy weapons that go tiu tiu tiu
.

A ship using Omega Laser to destroy some asteroids

.
Characteristics
Lasers are the"primary" weapons of the game. The have a pretty fast reloading rate and decent damage & range. kinda like the average weapons. they aren't really fanciful and such.
But i like the colors sometimes.
.
Classes
Class 1 - Mercury (Red in color)
Dual laser (shoots 2 red blobs at enemies, each blob do half the damage shown on the info page)
.
.
.
Class 2 - Onyx(Green in color)
Dual laser
.
.
.
Class 3 - Omega(Blue in color)(btw i don't really know if Omega is class 3....)
Dual
.
.
.
2.) Plasm
Plasm are exceptionally fast firing weapons, a little like the equivalent to machine guns(only slower). They generally do less damage compared to lasers, but are fast enough so they are ideal in combating fast, maneuverable targets
.
3.)Thermos
To tell ya guys the truth i can't think of anything to describe Thermoses(funny name thermoses). They lock on to the enemy's heat signal(hence the name Thermos)
Therefore they're like mini missiles, super mini missiles. They generally do pathetic damage at 1st glance, but they can do massive damage at near range.
See, only a few blobs of thermos is allowed in the screen at anytime of the flight. Therefore, if there is already like 4 Helios' Thermos still flying, the ship cannot fire any more until 1 blob gets out of range.(disappears) When that happens, the ship can fire another blob of thermos. The only time when the thermos can disappear is when it gets out of range or hits somethin, like an asteroid, or a ship, or something....
There fore at far range a thermos is like a super noob sniper, while at close range the blobs are hitting the enemy and dissapearing quickly, therefore Your ship can make more thermos. Its something like a machine gun missile all combined...
.
I couldn't find a decent image of a ship firing thermos. But i can tell u, they make pretty patterns in space while trying to lock on. They rock.
.
Class 1 - Helios(i think its red in color)
Shoot 4 at a time.4 allowed in space at a time
.
Class 2 - Nemesis(Should be Yellow in color)
Shoot 8 at a time(i think) only 8 allowed in space
.
Class 3 -Hydra
Shoot 8 at a time. Only 8 allowed in space.
.

4.)Photons
Cool weapons Photons. They are sniper rifles. they are mega long range, while having high attack power and pathetic reloading time. some can take up to 2 seconds to reload. but they have long range and high damage. Btw almost all the photon's names are modeled after noble gases
.
Couldn't get a nice photon firing ship pic. sry
.
Class 1 - Xenon(no idea what color. Never used it)
.
Class 2 - Argon(Green i think...)
.
Class 3 - Iridium(Blue)
Dual

.

5.) Missiles
Missiles are....Missiles. Whadaya expect me to say?
They are slow. They can be shot down. They cause massive damage. They are big. They have long range. Your traditional missile....
.

Class 1 - Styx
.
Class 2 - Orca
.
Class 3 - Thor

.

Shield
Basically shields are like armor. they can protect you from damage while regenerating over time. They protect you from all damage. for an enemy to actually inflict damage on you he has to take out your armor 1st.If you are in a battle which you know you are losing, try to drag the battle out without getting hit. enemies do not have shields.
.
Class 1 -Proton
.
Class 2 -Titan
.
Class 3 - Atlas

.

Ships
Ships = the thing you travel in. Every ship is different in its own ways.
.
Class 1
.
Class 2 - Hawk
.
Class 3 - Wraith
Star Wars thingie. Looks cool and decent.
Holds: Laser Thermos Missile
.
Class 4 - Centaur
.
Class 5 - Zephyr
.
Class 6 - Draaken
.

Missions
Do missions to get quick money.(duh)
.
Capture
Aim - Destroy a battleship's cannons before time limit/getting yourself destroyed
.
Comments - The battleships are normally quite far from where you start off. Shuold be easy if you have decent shields and far range weapons
.
Tips - When getting to the waypoint, destroy any enemy ships you can see. When you see the battleship, concentrate all firepower on the battleship.Photons/Missile for far range, lasers/Plasm for mid range, thermos for near range. Avoid the cannon's blobs as well. they are pain. When you destroy all 5, your mission is complete. destroying the escort is optional. to save time, aim the battleship. ignore escort.
.
Wanted/Revenge
Aim - Destroy the special enemy ship to complete mission
.
Comments - Very weird mission. They will throw 1 - 3+ ships at you. Only 1 is the special ship.
for a 3-ship, the chance of getting the correct ship is 1/3. If you manage to destroy the correct ship the 1st time, that means you can go. If you destroyed 1 ship and you can't go, that means the special ship is in the either 2. Bear in mind none of the ship will run away. You can of course destroy all 3. that will guarantee success..
.
Tips - Don't think so much, Just Bring any ship you see crashing down below.
.
Intercept
Aim - Destory delivery ships
.
Comments - Delivery ships are characterized by their SUPER slow speed and huge body. also, they don''t seem to attack. There will of course be escorts around those ships.
.
Tips - The Delivery ships should be in your view directly after you start flying. focus firepower on these ships and ignore escorts. use same tactics as the "capture" mission.
.
Escort
Aim - Escort Delivery ships for a given time (top right of screen). At least 1 must survive.
.
Comment - The time given is usually long and arduous, enemy ships will be coming from all directions with 1 aim, destroying your delivery ships
.
Tips - I don't recommend doing this job. While you're busy chasing 1 ship, another can sneak up and destroy your delivery ships. If you insist on doing this mission, then make sure you have good armor and weapons. distract ships and shield your own delivery ships with our own body. hold out and you have survived... takes too much time.
.

Passenger/Delivery
.
Aim - Reach ALL the waypoints before the given time
.
Comments - There will be normally 3 waypoints. 1st & second waypoint is normmaly 10 km each while 3rd waypoint is a whopping 35+ km. Ships will come and distract you...
.
Tips - Spam boost. get to the waypoints as fast as you can. This mission will normally take a lot of time so i don't recommend doing it.
.
Asteroids (the x100/x95/x111 missions)
Aim - destroy most number of asteroids in the given time without dieing.
.
Comments - There will of course be enemy ships around distracting you.
.
Tips - i dont recommend doing this mission as after u destroy the enemy(ies) you will only have 30+ seconds left to destroy asteroids... too little payout + too much risk ( You don't want to cras into asteriods, trust me)
.
MineField
Aim - Destroy all mines
.
Comments - There will be ships distracting you, you can only destroy mines when you are close up
.
Tip - I don't like this job... too much time is taken by going near the mines. If you insist on doing this job, 1 die-hard way is getting a ship with high armor/shield and BOOSTING INTO THE MINEFIELD. When that happens, the mines will countdown and explode. if you can make all the mines explode like that, then you're good to go
.
Space Junk
.
Aim- Destory all space junk (stationary object)
.
Comments - There will be Ships distracting you
.
Tips - favourite mission if you have thermos. Those space junk can be locked on. thermos will scatter and destroy them easily. in less than 30 seconds i will have cleared the missions. Ignore Enemy ships.
.
Ship: Leonid Draaken
Price: 235000 Cr.
Type: Bomber
Weapons: 5 (all types)
Armor: 330
Cargo Hold: 60t
It's a good strong ship, but slow to manoeuvre. I purchased this ship primarily because it can have all 5 weapon types, thus allowing me to experiment with different weapons whenever I find them.
.
Laser: Onyx
Price: 12600 Cr.
Damage: 8
Rate of fire: 480ms
I've not found lasers to be of any use, compared to other weapon types. I believe there are more powerful/faster lasers, but haven't found them yet.

Plasma: Noum'ssk
Price: 44000 Cr.
Damage: 22
Rate of fire: 210ms
As far as I'm aware, this is the best plasma you can get. It's my primary weapon for all tasks, even stationary targets, and I regularly use it in head-on attacks.
.
Photon: Iridium
Price: 42000 Cr.
Damage: 64
Rate of fire: 1900ms
I think this is the most powerful photon, but could be wrong. It's slow rate of fire makes it somewhat pointless as a weapon (see general notes).
.
Missile: Ghe'msk
Price: 76800 Cr.
Damage: 198
Rate of fire: 10000ms
This is the most powerful missile I've found. Its tracking ability isn't great (best use it for head-on attacks) but with 198 damage it'll either kill an enemy or leave it severely damaged.
.
Thermo: Nemesis
Price: 28000 Cr.
Damage: 15
Rate of fire: 260ms
Better than Helios, but try and get Hydra if you can find one.
.
Shield: Titan
Price: 66100 Cr.
Capacity: 105
Recharge: 2100ms
The Titan is good for long-range missions which provide enough time for it to charge up, however in combat the Atlas works out better (even though it has a lower capacity) due to faster charge rate.
.
General Notes
.
There are 4 ship classes (I think):
Scout - These are cheap ships with good maneuvreability but at the expense of weapon bays, armour and cargo capacity. Upgrade to a better ship as soon as you can.
Fighter - Good manoeuvrability but more expensive, these ships generally have a good selection of weapon bays and adequate cargo hold, along with decent armor. If ship manoeuvrability is an important factor to your enjoyment, this is the ship clas for you.
Gunship - Mid-way between a Fighter and a Bomber, they tend to have good weapon availability, decent cargo space but at the expense of manoeuvrability and armor.
Bomber - Expensive and poor manoeuvrability, but generally have huge cargo hold, 5 weapon bays and strong armour. If having all options at your disposal is important to your enjoyment of the game, this is the ship class for you.
It should be noted that some Fighter ships have stronger armor than bombers, usually at the expense of cargo space. However, once you get a decent number of credits, you don't really need the cargo space any more (you can make money faster by completing missions) and Fighters are much nicer to fly. Personally I can't bear to let cargo go to waste (even though I don't need the credits) so I'm flying a bomber.
.
There are 5 weapon classes:
Laser: Cheap, decent rate of fire, can deal moderate amounts of damage. I rarely use them - Plasma weapons seem much better.
Plasma: More expensive than laser, but far more effective IMHO. Good rate of fire and damage.
Photon: Useless IMHO - slow rate of fire makes thier strong damage somewhat pointless compared to other weapons (see later).
Missile: Absolutely vital tracking weapon, some of which can deal extreme damage. For best results use head-on.
Thermo: Awesome carnage weapon, great for clearing space junk, asteroids and mine fields, or just having a great time watching all the pulses fly all over the place
Slow charging weapons are useless, they deal less damage! Compare the 22 damage Noum'ssk plasma to the 64 damage Iridium photon. In 1900ms, you can fire 2 Iridium pulses, maximum of 128 damage (if both hit the target). In the same time, you can fire almost 10 Noum'ssk pulses, maximum of almost 200 damage (and more pulses = more chance of hitting target). The exception is missiles - you can fire them and leave them to track the target while you focus on hitting it (or another target) with Noum'ssk plasma.
.
Missiles are vital to success - particularly against stronger ships or in cases where there are lots of enemies. For best results fire missiles when ships are attacking head-on, usually after they first appear on your radar, while firing Noum'ssk at the same time - you'll often kill enemy ships before they get chance to fire back. Even in easy missions, missiles greatly reduce the amount of time it takes to win. Absolutely essential.
.
Thermo's aren't particularly useful in combat, but I just love the chaos. Superb fun, one of the best weapons I've ever used in a computer game.
.
You need a shield generator - without one, every hit damages your armor taking you a bit closer to death. Shield generators aren't as strong as armor, but unlike armor they can recharge and thus greatly increase your chance of survival.
.
Charge rate is the key factor with shield generators - Atlas has lower total capacity than Titan, but charges much faster. In one second, Atlas is capable of charging a capacity of 88.9 wheras Titan could only manage 50, so Atlas is almost twice as good as Titan in the heat of battle because it recovers from damage far more quickly.
.
Laser: Ngook
Price: 57600 Cr
Damage: 28
Rate of fire: 320ms
Faster and more powerful than a Terran laser, this almost makes Laser weapons seem like a worthwhile choice - it's pretty much equal to a Moum'ssk Plasma weapon in terms of the pain it can dish out per second.
.
Missile: Thor
Price: 54800 Cr
Damage: 124
Rate of fire: 10000ms
Almost as powerful as the Vossk Ghe'msk and quite a bit cheaper, this missile is a formidable weapon. It will destroy Scout class ships on contact, but you'll need to pummel larger ships with a Plasma to finish them off.
.
Missile: Styx
Price: 28500 Cr
Damage: 80
Rate of fire: 10000ms
Good manoeuvrability and decent damage but I've found Ghe'msk to be far more useful in combat (as it deals way more damage, albeit a bit harder to use).
.
Ship: H'soc (Vossk)
Price: 130000 Cr.
Type: Fighter
Weapon systems: 3 (laser, plasma, missile)
Armor: 360
Cargo hold: 10t
Great manoeuvrability but I can't bear to be without my fun Thermo weapons (useful on Space Junk missions). Arm with Noum'ssk plasma and Ghe'msk missile and enemies will fear you. If you can live without thermos, this ship is great choice.
.
Ship: Wraith (Nivelian)
Price: 84600 Cr.
Type: Fighter
Weapon systems: 3 (Laser, Missile, Thermo)
Armor: 210
Cargo hold: 25t
Not a bad fighter for the price and I had many enjoyable battles in it. However, lack of Plasma weapon is a serious disadvantage so not recommended.
.
Ship: Vol Noor (Greys)
Price: 172900 Cr.
Type: Scout
Weapon systems: 2 (Plasma, Thermo)
Armor: 380
Cargo hold: 5t
This is a rare find indeed, but that price tag is seriously excessive for what is little more than a basic Scout ship. Sure, it's got amazing armor and good manoeuvrability but that isn't enough to justify the cost, especially considering the lack of Missile bays. If you buy one of these it's for prestige (bit like owning a posh car), not warfare. Fly it slowly past space stations and planets to make sure everyone sees you piloting it, you'll sure draw a crowd!
.
Plasma: Vulcan
Price: 11700 Cr.
Damage: 4
Rate of fire: 300ms
Average for the price, but useless later in the game.
.
Shield: Atlas
Price: 91500 Cr.
Capacity: 80
Recharge: 900ms
Don't be put off by the lower capacity - Atlas has a far better recharge rate than Titan making it the best choice for fierce combat situations. The only downside with Atlas is that it can't handle lots of damage all in one go, like Titan can, however damage is normally spread over time making Atlas the winner.
.
Shield: Proton
Price: 24800 Cr.
Capacity: 40
Recharge: 1500ms
The most basic shield generator - useful for early missions (particularly last few missions of campaign), but you'll need something more advanced to survive later in the game.
.
Some Missions
.
Mission: Combat
.
These missions are a bit like Intercept missions without the static targets. You'll usually have lots of enemies to kill, and must kill all of them to complete the mission. These missions can be tough because you'll often have enemies attacking from all directions, sometimes immediately, although you'll usually be accompanied by one or two friendly ships helping you.
.
Essential items for these missions:
Strong armor
Shield generator
Powerful missiles
Powerful plasma weapon
Suggested strategy: Kill em' before they get too close for comfort (if enemies start at long range)
.
Mission: Pirates
.
This is similar to Wanted or Revenge missions - there will be a few enemy ships appearing at long range as you approach a waypoint. You've got to kill all of them to complete the mission.
.
Essential items for these missions:
Shield generator
Missiles
Plasma weapon
Suggested strategy: Kill em' before they get too close for comfort
.
Mission: Unknown
.
Ah, the joys of working with rude crooks who won't appreciate your skills. An unknown mission can be any mission type so you have no clue what's going to happen until the mission starts and the annoying crook gives you orders and then continues to hurl abuse at you like "Are you still awake" and "Press the BIG button to fire".
.
The main benefit of Unknown missions is that they will often give the highest rewards in the game. I've seen some missions (so far) with up to 16,000 credits or more - far higher than any other mission type.
.
Essential items for these missions:
A Fighter/Bomber class ship with strong armor
A good selection of weapons - at least plasma and missile. I'd recommend having a Thermo weapon as well in case you get space junk mission.
A shield generator - many unknown missions land you in the middle of hectic combat zones.
Suggested strategy: Depends on the type of mission it turns in to.
.
------------
.
Also, it might be worth some strategies?
.
Strategy: Kill em' before they get too close for comfort
.
Purpose: Kill enemies faster, before they get chance to enter a dogfight. Complete missions more quickly as a result.
.
When to use: Ideal for Revenge, Wanted, Escort, Passenger, Delivery and some Intercept missions. It's most effective when enemy ships are appearing at different times.
.
When not to use: If you're plunged in to a dogfight (lots of close range enemies firing at you immediately) or when there are asteroids or space junk getting in the way.
.
Requirements: This strategy relies on you having decent armor and shields, plus strong long-range weapons.
.
You can kill enemies in far less time if you get them while they are entering the arena, flying head-on at you. You have more time to fire at them (before they fire back) and your weapons are far more likely to hit target so long as you're lined up right.
.
As new enemies appear on radar (just as the tiny red square appears) start firing at them with a Noum'ssk plasma (or similar).
.
Eventually they'll head directly towards you and the red square around them will get bigger and show their health bar:
If they have little health left (or it's quickly diminishing with your plasma attacks) then destroy them with the plasma alone to save your missile.
If the plasma isn't having much effect (eg. more powerful enemy, or maybe you've not had enough time to shot at them much) then fire a missile (ideally Ghe'msk) directly at them.
This will usually wipe out any attacker before they get within "dogfighting" range.
.
If an enemy manages to survive your initial onslaught and get within close range, ignore it and focus on the next long-range enemy! This is why you need strong armor and shields.
.
Once there are no more long-range enemies to pick off, or if there are far too many close-range enemies for comfort, start attacking the nearby enemies to finish the mission.
.
Strategy: Better missile attacks
.
Purpose: Ensure best chance of direct missile hit, preferably before enemy gets within range to attack.
.
When to use: Any time you want to use a missile, preferably when there are not many nearby enemies attacking you.
.
When not to use: If you're not firing a missile, or if there are asteroids or space junk in the way, of if there are lots of close enemies that need immediate attention.
.
Requirements: Missiles!
.
Fire missiles when the enemy is heading directly towards you. Be sure to line up your target properly (red cross in middle of red square and your target sight centered over red cross) so the missile flies in a straight line from your ship and lands firmly in the enemy's face, right between the eyes!
.
This works best when the enemy has just entered the map and is at medium range - not too far away that they may still be changing direction or out of range, and not too close that they are firing at you (possibly destroying missile) or likely to change direction.
.
If there are asteroids or space junk floating around, be sure to clear the path with a plasma weapon, otherwise your missiles will hit them instead of the enemy.
.
Remember that the missile will lock on to the nearest enemy so make sure you're lined up on that ship otherwise the missile will have to change course, reducing chances of a direct hit.
.
Strategy: Cheaper space travel
.
Purpose: Spend less money as you travel the galaxy.
.
When to use: When moving between quadrants, systems and bases.
.
When not to use: When playing missions, duh.
.
Requirements: Patience
.
To spend less money as you move round the galaxy, simply reduce the distance you travel from one place to the next.
.
When moving between bases (space stations and planets) within a system, jump to the next nearest base each time. In particular, look a the distance shown when you first select a plant or space station - go for the one that's the smallest distance. This also applies when you are first entering a system.
.
When moving between systems, use the same approach - move to a system adjacent to the one you are currently in.
.
To reduce bribe fees, go round all the systems in a quadrant before moving on to the next quadrant.
.
It's pretty obvious when you think about it, but it requires patience because travelling this way means it takes longer for you to get to some of the more interesting regions of space where you meet new races and the interesting items they have for sale in their shops. However, you'll save money leaving you with plenty of spare cash to pick up some bargains when you see them!
.
Strategy: Side kill
.
Purpose: Nuke enemy ships as they fly in front of you.
.
When to use: During close-combat dogfights when you need to quickly kill some enemies.
.
When not to use: When enemy ship is too far away.
.
Requirements: Missiles and cat-like reactions!
.
During a dogfight, you spend a lot of time trying to target enemy ships. If you've got some missiles available you should be able to get some quick kills by firing a missile as they fly in front of you.
.
For this to work the ship needs to be flying across the screen, eg. left to right. The ship also needs to be very close. As soon as you see the ship flying right in front of you, immediately launch a missile and most of the time you'll get an immediate direct hit.
.
This won't work if the ship is too far away (the missile will have to track it making it less likely to hit). You also need to make sure the ship is the closest one to you.
.
For best results, keep firing your primary weapon (Plasma recommended) and in most cases you'll instantly kill the ship when the missiles hit.
.
Strategy: Extra loot
.
Purpose: Get as much loot as possible from a mission
.
When to use: During any mission.
.
When not to use: If you're almost dead, forget about loot and focus on completing the mission objective. Also, if you're on a timed mission keep a close eye on how much time is left - no point going after extra loot only to fail the mission and not get any loot.
.
Requirements: Strategic thinking.
.
The more things you blow up, the more loot you get. For each mission, think about how to get the most kills - not just enemy ships, but space junk and asteroids as well.
.
On Revenge missions, try and destroy the primary target last. There will usually be 3 enemies and one of them will separate from the other two - that's usually the primary target so leave it to last.
.
The same applies to Intercept missions - leave the stationary targets to last and focus on killing as many of the enemy fighters as possible first. Remember that any friendly ships will be killing enemies as well, so be quick otherwise you'll make less kills.
.
On Delivery, Passenger and Escort missions go after asteroids and enemy ships whenever you can, so long as doing so won't result in mission failure. The Kill em' before they get too close for comfort strategy works wonders here.
.
On any mission, if there are asteroids or space junk, blow as many up as possible - it all contributes to the loot you'll get at the end of the mission.
.
There's no point getting extra loot if you run out of cargo space - if loot is an important part of game play for you, get a Gunship or Bomber class ship as they have big cargo holds. Be sure to regularly sell loot, even at sub-standard prices, when you get the chance - it's better to sell it, make some money and free up cargo space than to miss out on loot for the next mission.
.
Plasma: Meteor
Price: 16900 Cr.
Damage: 8
Rate of fire: 270ms
An average rate of fire and low damage makes this weapon unappealing in later stages of the game.
.
Plasma: Anubis
Price: 27000 Cr.
Damage: 14
Rate of fire: 200ms
Although it's average damage, the fast rate of fire makes this a useful Plasma weapon.
.
Missile: Orca
Price: 17000 Cr.
Damage: 46
Rate of fire: 10000ms
Decent damage for relatively low cost, but its slow velocity means it's only useful for static or heavy targets.
.
Laser: Omega
Price: 25600 Cr.
Damage: 22
Rate of fire: 500ms
As lasers go, this has decent damage but it's slow rate of fire makes it less formidable than a Plasma weapon of the same damage level.
.
Laser: Mercury
Price: 3700 Cr.
Damage: 4
Rate of fire: 560ms
Probably the most basic weapon in the game, it's cheap and low damage but useful when you're just starting out.
.
Photon: Argon
Price: 36200 Cr.
Damage: 48
Rate of fire: 1300ms
Decidedly average weapon, still pointless compared to plasma weapons of similar price IMHO.
.
Photon: Xenon
Price: 27500 Cr.
Damage: 28
Rate of fire: 900ms
Moderate damage and decent rate of fire (for a Photon) for the price, but still useless compared to Plasma weapons.
.
Ship: Terran Gryphon
Price: 200200 Cr.
Type: Bomber
Weapon systems: 4 (Plasma, Photon, Missile, Thermo)
Armor: 310
Cargo hold: 40t
One of the most beautiful ship designs in the game, the Gryphon is a good bomber and sure to cause envy as you glide it in to the hanger. Don't be put off by lack of Laser option, you only need Plasma and Missile to win battles and the Thermo will come in handy for Space Junk missions. The ship has excellent armor and good cargo space, but at the expense of reduced maneouverability.
.
Ship: Terran Centaur
Price: 193200 Cr.
Type: Gunship
Weapon systems: 4 (Laser, Plasma, Photon, Missile)
Armor: 280
Cargo hold: 50t
This is a pretty beefy ship but its large cargo hold comes at the expense of less armor and manoeuvrability.
.
Ship: Terran Zephyr
Price: 206800 Cr.
Type: Gunship
Weapon systems: 4 (Plasma, Photon, Missile, Thermo)
Armor: 270
Cargo hold: 20t
The only benefit of this ship over the Centaur is it's Thermo weapon slot, not in itself worth the higher price tag. If you have a choice between this and the Centaur, pick the Centaur!
.
Ship: Terran Phantom
Price: 93000 Cr.
Type: Fighter
Weapon systems: 3 (Laser, Photon, Thermo)
Armor: 220
Cargo hold: 15t
Better than the Hawk, but is it worth the price tag?
.
Ship: Terran Hawk
Price: 38400 Cr.
Type: Fighter
Weapon systems: 3 (Laser, Photon, Thermo)
Armor: 180
Cargo hold: 12t
A basic fighter class ship, but lack of missile slot makes it undesirable. It is, however, extremely manoeuvrable.
.
Ship: Terran Icarus
Price: 38400 Cr.
Type: Scout
Weapon systems: 2 (Laser, Plasm)
Armor: 150
Cargo hold: 10t
Useful at the very start of the game, but you'll need something far better as soon as you can. Considering the Hawk is the same price, the Icarus is a pretty pointless ship.
.
Thermo: Helios
Price: 21300 Cr.
Damage: 8
Rate of fire: 200ms
A small Thermo device with decent rate of fire but low damage. Fun to play with and useful for clearing space junk, but not much else.
.
Thermo: Hydra
Price: 47500 Cr.
Damage: 20
Rate of fire: 210ms
This is probably the most powerful Thermo weapon in the game, certainly more powerful and faster fire rate than the popular Nemesis device. If you like Thermo weapons, you'll love this.
.
Strategy: Trade anywhere
.
Purpose: Enable trading on all planets and space stations.
.
When to use: While your ship is in the hanger.
.
When not to use: When your bank balance is too low.
.
Requirements: 1,000,000 credits!
.
When you accumulate 1,000,000 credits, you'll get a message telling you that you can now trade on all planets and space stations. Useful, eh? If you go below 1 million credits, things go back to normal (some places won't offer trade) until you get above 1 million credits again.
.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes, as you can guess, this took a while to edit and put together.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Credits>> The comments/answers in http://forums.fishlabs.net/fishlabs-mobile-games-en-20/galaxy-fire-135/g...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hope this helps!
Austin Blans.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


AustinBlans posted at 2011-07-29 03:40:41

wow :P
ikspeelspel posted 3 years 20 weeks ago

wow :P

©2012 FANUP, INC. ALL RIGHTS RESERVED    powered by