Custom Map #278: Bring your own particulate. By: Mirror corporation

Started by AutoPost, November 02, 2016, 12:50:59 PM

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This topic is for discussion of map #278: Bring your own particulate


Author: Mirror corporation
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CEO Ticon, we've got two licences for the geoCorp light generator, a ship that produces power and sends it directly into your global reserve, and two creators, ships known to make particulate with energy. ... System scan complete: two unknown ship licences, one of them almost equal in size to the varro. high amounts of particulate is moving trough this system. hope you enjoy the map and the custom modules.

TypoNinja

I liked it at first, then a mk7 showed up I literally had no answer for.

I was already on the back foot playing defensively trying to secure the area, the mk7 cannon just ate me alive, I had nothing to stop it.

FOXX

Quote from: TypoNinja on April 01, 2017, 10:26:59 PM
..........  the mk7 cannon just ate me alive, I had nothing to stop it.
I didn't play this map but if you don't have the Firepower there is an option to ram the MK7 ship with your ships. Maybe you can try that?
Good Luck.
The FPAF
For My Maps and Ships!
Including  CUSTOM MODULE MAPS & SHIPS

GoodMorning

Having just replayed, there is some advice I have for you:

1. Build anything that is a source of power first. Don't overbuild
2. The most efficient source of energy from that amp gem is probably the Omni Reactors tech.
3. The Armourblob will hold off the particle burst.
4. Take the mines behind the left fields.

By the time the Big Nose bothers you, you will want at least one ramming craft. A Joven or Hammer+ (I don't recall what it was named) can stop it, one from the front, the other from the side.

Also, pay attention to the Stunners.
A narrative is a lightly-marked path to another reality.