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

From Bitfighter
(Weapons)
(Weapons)
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* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)
 
* '''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.
 
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.
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<tr><td colspan=4>=='''Weapons'''==</td></tr>

Revision as of 18:56, 3 June 2009

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.

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

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 Fire: 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.

<tr><td colspan=4>==Weapons==</td></tr>