

#PS4 EVE VALKYRIE UPGRADE#
Upgrades: Shield Upgrade, Armor Upgrade, Energy Upgrade Maximum stats: Firepower: 6/10 Armour: 5/10 Shield: 3/10 Speed: 6/10Įquipment: Gatling guns, Head Tracked Missiles, Countermeasures The fighters are the basic ships designed to be relatively easy to use and are the starting class. Subsequent Heavy and Support ships are unlocked by earning EXP with any unlocked ship in their respective category. The first Heavy and Support are ships are unlocked by playing as fighters. There are three classes of ships, the Fighters, Heavies and Support. The Mortar has proximity detonation and creates a large cluster of secondary explosions, doing widespread area of effect damage. Special weapon of the Maelstrom, the Mortar has slow velocity and very low rate of fire but does extreme damage if a direct hit occurs.

Special weapon of the Phantom, capable of fire and forget and head tracked fire. Head tracked weapons that very in performance depending on the ship using them. Medium range weapons with a charge-up time, cool down time and very effective aim assist. Relatively low projectile speed, but effective against both armor and shields.Ī higher damage version of the Flak Cannons, available only as head tracked weapons on heavy ships. Both have proximity fuses and detonate with area of effect damage. Magcannons have high damage per shot but are only capable of firing in brief bursts.Ĭome in forward firing and head tracked varieties. Effective on both shields and hulls.įorward shooting weapons with a slower rate of fire than the Gatling Guns that do good damage per shot against shields but little damage against hulls.įorward shooting weapons that have partial aim assist and homing ability. Cannot sustain fire as long as the Gatling Guns without rate of fire slowing down. Sustained fire is effective against both shields and hulls of enemy ships.įorward shooting weapons with a slower rate of fire than the Gatling Guns but with a higher damage per shot. Very rapid rate of fire forward shooting weapons that have very low damage per shot. On touch, the spiderbots trigger an animation on the ship that triggered the spiderbots and either damages or restores partial shield strength depending on whether it was placed by a foe or ally/self. Explodes instantly, doing significant damage.Īdditional effect: Leaves behind a cloud of spider-like robots that appears red to enemy ships and blue to self and allies. After charging for a moment it explodes, doing no damage but giving EMP status to any enemy ships in range.Īdditional effect: Leaves behind a Mine that is proximity triggered by enemy ships. EMP status locks the ship in place, disables shields and increases damage taken while active.Īnti-missile: Breaks missile lock on missiles active when activatedĪdditional effect: Leaves behind an EMP Mine that is proximity triggered by enemy ships. Primary weapons have a chance to give EMP status to enemy ships for a limited time. Placing a fourth mine while there are three mines active will cause the oldest mine to self-destruct.Īnti-missile: Constant effect while activeĪdditional effect: Cannot fire missiles while active. All forms of mines allow for a maximum of three mines to be active at once. Equipment is activated by pressing the Y button and possesses anti-missile effects.
