
Sylvassi: I haven't yet gotten/used this one, so I'm not sure what the benefit is. Lightning: More damage to shields and less damage to hull. Phase: Deals less damage to hull and shields, but a high amount of damage to ship systems. AFAIK you can only get this on the WD Prototype ship (ie not through a store). Scrapper: A very weak beam with more energy requirements than Laser Turret, but can create extra scrap when damaging a ship. Laser: "Powerful against ship hull and systems" and can shoot down missiles.įocused Laser: Double the energy and double the damage of the normal Laser Turret Spreadshot: Acts like a close-range shotgun that fires a bunch of projectiles.īiohazard: Temporarily reduces enemy ship armor.įlamelance: Causes onboard fires and overheats reactors.ĭefender: If I remember correctly this is like a mini-missile turret. Plasma: Higher DPS than Railgun, with a lower range. Railgun: Fast firing with medium range, somewhat lower DPS (due to heating issues). Automatically aims, cannot be controlled. The Main Turret has a quick-firing laser that can shoot down missiles, and the Laser/Focused Laser Turrets, both of which can easily shoot down missiles.Ī while back (before they updated all the components/weapons/etc) I cataloged the various parts, weapons (etc) for Pulsar (since the wiki was severely lacking, at least at the time).Īuto Railgun: Doesn't take up normal turret slots, but still uses energy. I could have misread this entirely, but there are at least two ways to shoot down missiles. That is why I named it "anti-aircraft-gun" type. Really Pulsar needs a list of contacts, not an array we step through, LeafyGames could make the ships stats in the top right of the screen clickable to set a target, or add a dropdown menu box in the Captain UI.Originally posted by El Chico GordoGER:Aside from that it might have the mentioned effects like shooting incoming missiles. Later when you can have friendly and hostile ships in the same sector it'll be even more trouble, as your bots helpfully shoot your ally as you madly cycle through all the "none"s trying to find the enemy ship.

This gets worse the more fights you do, more indexes are added to the array and never removed, so trying to find "auto" or a specific ship to attack becomes a pain. You might be targeting the first "none", or the 3rd and everything is fine.īut if the new ship is added to the array at the same index as the "none" you selected your bots will attack, after all you have set the target UI to attack whatever is in that index, it was just empty at the time. You set your target to none, but you can't tell which none, then in the next sector there's a non-hostile ship, and you get this. selectedTarget = Īnd afterwards like this. In a fight with Deathseekers it'd look like this. When you first start or load a game in beta 7 your target UI is on auto, and you switch left and right through it, it's like an array and it probably looks like this. Were you using bots? I've noticed an issue with targeting, and I think I know what's going on. u/Galahir950's Server - Pulsar: Lost Colony Starport.
Pulsar lost colony auto turrets mods#
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Pulsar lost colony auto turrets mod#
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