Difference between revisions of "Ship configuration (weapons & modules)"

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<tr><td style="color:#FF9900; border:1px solid #af5858;">Bouncer</td><td style="color:#FF9900; border:1px solid #af5858;">Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.</td><td style="color:#FF9900; border:1px solid #af5858;">14%</td><td style="color:#FF9900; border:1px solid #af5858;">1.8%(?)</td><td style="color:#FF9900; border:1px solid #af5858;">None</td></tr>
 
<tr><td style="color:#FF9900; border:1px solid #af5858;">Bouncer</td><td style="color:#FF9900; border:1px solid #af5858;">Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.</td><td style="color:#FF9900; border:1px solid #af5858;">14%</td><td style="color:#FF9900; border:1px solid #af5858;">1.8%(?)</td><td style="color:#FF9900; border:1px solid #af5858;">None</td></tr>
  
<tr><td style="color:#FF9900; border:1px solid #af5858;">Triple</td><td style="color:#FF9900; border:1px solid #af5858;">Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span</td><td style="color:#FF9900; border:1px solid #af5858;">14% (per projectile)</td><td style="color:#FF9900; border:1px solid #af5858;">10- 20%(?)</td><td style="color:#FF9900; border:1px solid #af5858;">None</td></tr>
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<tr><td style="color:#FF9900; border:1px solid #af5858;">Triple</td><td style="color:#FF9900; border:1px solid #af5858;">Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span</td><td style="color:#FF9900; border:1px solid #af5858;">14% (per projectile)</td><td style="color:#FF9900; border:1px solid #af5858;">2.1%</td><td style="color:#FF9900; border:1px solid #af5858;">None</td></tr>
  
 
<tr><td style="color:#FF9900; border:1px solid #af5858;">Burst</td><td style="color:#FF9900; border:1px solid #af5858;">Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.</td><td style="color:#FF9900; border:1px solid #af5858;">Up to 50% (depends on distance)</td><td style="color:#FF9900; border:1px solid #af5858;">5%</td><td style="color:#FF9900; border:1px solid #af5858;">50-70%(?)</td></tr>
 
<tr><td style="color:#FF9900; border:1px solid #af5858;">Burst</td><td style="color:#FF9900; border:1px solid #af5858;">Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.</td><td style="color:#FF9900; border:1px solid #af5858;">Up to 50% (depends on distance)</td><td style="color:#FF9900; border:1px solid #af5858;">5%</td><td style="color:#FF9900; border:1px solid #af5858;">50-70%(?)</td></tr>

Revision as of 21:49, 27 February 2011

Each ship can be configured with 2 modules and 3 weapons. The loadout select menuallows the player to choose a new ship loadout configuration. This configuration will not become available until the player flies over a loadout zone.

Energy

Energy is a key part of gameplay in Bitfighter. Without energy you cannot use the modules (except for Armor) or weapons (except for phaser.) By using these modules and weapons, your energy gets lower. If your energy runs out, you lose the use of most of the modules and weapons. You then must wait until your energy regenerates. While your energy is regenerating, you are highly susceptible to damage. Because of this, it is recommended you monitor your energy bar, which is located at the bottom left of the screen in-game.

Modules

Modules are special powers that can be activated by pressing the appropriate module activation key. The modules are:

  • Boost: Lets the ship travel faster
  • Shield: Creates a shield around the ship that reflects shots
  • Repair: Repairs self, teammates, and other team objects that are damaged
  • Sensor: Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map. Players with this module can build spy bugs.
  • Cloak: Turns the ship invisible
  • Armor: Adds protection to ship in exchange for poorer handling
  • Engineer: Allows players to build turrets and forcefields with resource items. (Not allowed on all levels.)

Weapons

  • Phaser: Simple shoot-em-up weapon. Uses little energy, does little damage.
  • Bouncer: This weapon is like the phaser, but takes up more energy, but bounces off walls.
  • Triple: Takes up lots of your energy, and fires 3 shots at a time.
  • Burster: Unlike other weapons, you can hit it, and gives an area of effect.
  • Mine: Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**
  • Spy Bug: Spy bugs are only available if you have chosen the sensor module.


WeaponDescriptionDestructionEnergy UsedMin Energy
PhaserSimple, rapid fire, straight shot weapon21%.5%None
BouncerLike the phaser, except more energy usage, and it bounces off walls. Powerful, but potentially dangerous to the shooter.14%1.8%(?)None
TripleSimilar to phaser, but fires a fan of three projectiles at about a 5-10 degree span14% (per projectile)2.1%None
BurstGrenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.Up to 50% (depends on distance)5%50-70%(?)
MineA simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).Up to 50% (depends on distance)55%75%
Spy BugCan only be used/created if the Sensor module is selected. Makes surrounding areas of the commander's map visible to player and teammates.None, only if destroyed50%50-70%(?)