Difference between revisions of "ULTRA Anti-Fighter Beam"
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Unlike other beam weapons, this appears to be the only one that does not need to recharge in between shots. Once, I replaced all the [[AAAf]]s on the Colossus with this in a user-made level; I could hear them firing over and over again like nobody's business. | Unlike other beam weapons, this appears to be the only one that does not need to recharge in between shots. Once, I replaced all the [[AAAf]]s on the Colossus with this in a user-made level; I could hear them firing over and over again like nobody's business. | ||
+ | Another thing worth noting about the ULTRA, apart from having almost no recharge delay on all difficulty levels, is that it has more than twice the effective range of any other AAA in the game. While the [[AAAf]], [[AAAh]] and [[SAAA]] all have a range of 1500 meters, this one can comfortably hit any enemy, including warheads, 3000 meters from it and still pose a threat up to a further 1000 meters away. | ||
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− | + | Replaced all the anti-fighter beams on an [[Aeolus]] with this baby and no fighter got within 2 clicks of it. Bottom line? Use sparingly in your own campaigns. This weapon more or less means death for most if not all fighters and bombers.}} | |
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[[Category:Weapon]] | [[Category:Weapon]] |
Revision as of 08:24, 15 March 2009
ULTRA Anti-Fighter Beam is beam used in the FreeSpace 2 to defend capital ships against fighters
Description
Anti-fighter beam weapon
Performance
Statistics
Range | 4 000 m |
Recharge Time | 2.2 s |
Beam Lifetime | 2.5 s |
Type: | Anti fighter |
Shots | 3 |
Damage per second | 165 |
Damage per second (sustained) | 413 (total) |
Damage per pulse | {{{8}}} |
Notes
Veteran Comments
Also used by the Colossus in High Noon.
Unlike other beam weapons, this appears to be the only one that does not need to recharge in between shots. Once, I replaced all the AAAfs on the Colossus with this in a user-made level; I could hear them firing over and over again like nobody's business.
Another thing worth noting about the ULTRA, apart from having almost no recharge delay on all difficulty levels, is that it has more than twice the effective range of any other AAA in the game. While the AAAf, AAAh and SAAA all have a range of 1500 meters, this one can comfortably hit any enemy, including warheads, 3000 meters from it and still pose a threat up to a further 1000 meters away.