![]() This did me absolutely no good the first several times when I was playing on a laptop.This screen enables you to customize various aspects of your fighter's Heads-Up Display (HUD). ![]() They're pretty intuitive to use on a real keyboard, because moving them up/down is mapped to the Insert, Page Up, etc. In addition to charging the afterburner gauge, the engine power also determines your max speed. Their energy bar is on the right side of the reticle. Eventually, they'll need a good amount, or it'll run out. The guns we've had so far use so little energy that I've been minimizing the gun energy every level I remember to. Basically, how much energy you give each determines how quickly that feature recharges. I'm not sure why this last thing wasn't explained yet, since it's the last training mission (for real this time, I'm pretty sure), so I'll give it a quick go. I suppose if you were a master you could use it during a fight to stay better protected, but I normally just equalize when I'm moving around a lot.Īnd that's it for the level. More useful for running away / towards an enemy. We can also transfer energy to a specific quadrant. This is something that needs to be done near-constantly during a battle. The simplest is the equalize quadrants function." "There are a number of ways you can manage your shield. However, it automatically regenerates itself over time." "As the shield absorbs damage, it becomes weaker. ![]() They aren't as great at close range, since chasing its target requires more sharp angling.įinally, it's time to learn about shields. The Interceptor can lock on at about 1000m, and when fired over such a distance, can aim pretty well. Try to keep the target indicator in the center of your HUD reticle."Īspect seeking missiles are best at a good range. When the first drone enters, target it and acquire lock. "In order to gain aspect lock on a moving target, you must keep the target's lock box in a fixed location inside your HUD reticle." We target some subsystems, and see how we can lock on them. This is a crucial difference between the Interceptor and the MX-50." "Note that the Interceptor is nearly useless if fired before lock as (sic) been attained. However, when you fire the last missile in one bank, the countdown carries over to the other bank. This is more helpful on missiles with longer reload times such as bombs. The countdown only applies to the bank of missiles that fired, meaning you can switch and use the other while one reloads. Fire another round and note the countdown timer in your weapons gauge." "A round of Interceptors can be fired every 3 seconds. "Now fire one Interceptor at your target." This indicates your Interceptors are locked and ready to fire." Once it has moved onto your target, you'll see the lock indicator. "Notice the red indicator moving towards your target. Once the heat seeker loses track of its target, it is not likely to reacquire lock." "Once fired, the aspect seeker will track its target anywhere in space. "However, the aspect seeker is well worth this effort, as its homing ability is much stronger." "Unlike heat seeking missiles, such as the MX-50, you must acquire a lock on your target in order for an aspect seeker to home." (All instructor lines are in quotes, the others are my comments) Trust me, this wasn't worth a 7 minute video. Instead, we'll have a totally non-video update today. It was slow, drawn out, and the instructor was more inaudible than ever.
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