Plundernauts

Recently I have been playing a game called Plundernauts more and more. The game is about conquering planets with your spaceship, which you can upgrade and add different equipment to. There are four types of equipment - turrets, fighter/bombers, techmods, and crew.
First of all, there are the turrets. These include missile launchers, lasers, cannons, blasters, beam guns, and torpedoes. Each of these types has different pros and cons, which makes the game really fun to play. For example, missile launchers fire a bunch of missiles that sizzle out very quickly but lock on target and move very quickly. Their range is moderate, making them OK for close-in combat but better for firing at the enemy where they can't get to you. Lasers are great for medium-ranged attack, doing around 300 damage every time. They aren't powerful, but their range, speed, and definite accuracy is their main benefit. Cannons are kind of inaccurate and the bullets only hit if the enemy has not really moved from when the bullet was shot. The bullets do a lot of damage, though. Blasters are basically low-damage cannons that fire way more bullets in a wider spread. Blasters and cannons have small range and are mostly close-in weapons. Beams and torpedoes are the most effective weapons, dealing a lot of damage at a large range. Beams, like the special ARC annihilator that I got for collecting five arc shards July 2-9, are continuous beams of laser that rack up very high multi-hit bonuses, going even higher if another weapon is hitting the opponent. Beams also recharge quickly. Torpedoes are by far the most powerful. The only problem is that they move slowly. For example, the current torpedo turret that I have does 2,121 damage, which is massive when most starships my level don't have more than 3,000 health. The torpedo moves slowly, though, and usually is only good for bosses and other big spaceships that do not have speed as their best aspect. My torpedoes almost always fizz out before they hit.
Second of all, there are the small fighters and bombers that you can launch from your spaceship. Fighters are small spaceships that have speed as their main aspect and can evade most enemy attacks. Unless they are very powerful, fighters are not very effective against spaceships unless they are in a big squadron where they can rack up high multi-hit bonuses. Bombers are bigger spaceships than fighters but slower. However, they have more health than fighters and do more damage. The are almost always hit by enemy weapons.
Third, there are techmods, which enhance your ship. Hardwired techmods are permanently active and boost your spaceship in small increments. These are good if you want to have a constant boost, and are in my opinion better than the other type of techmod, the tactical techmod. This is because instead of providing a short boost for a short time, hardwired techmods provide a constant boost indefinitely and do not need a minute or so to reload. Tactical techmods are very powerful. They double, even triple weapon cooldown or starship speed. However, their abilities last for around two seconds and they take a minute to reload.
The final type of equipment is the crew. The crew can have abilities ranging from repairing 25% of your health to speeding up your spaceship to shielding your spaceship from damage. They are essentially techmods on steroids, and can totally change your battle.
In conclusion, I like Plundernauts for its richness in change and its emphasis on tactics and using your brain.

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