privateer special moves

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emergency thrust...only used a few times and lots of things shut down, sometimes the whole craft stops...have to be DIRE emergency to use it

pirate trap 1...(brings pirates into area to distract/attack your attackers) what really happens is bring in more target to shoot at you

iff scramble...works great! if only you could use it more often

energy pulse 1....for me it charges the capacitors, then nothin happens at all...bugged? broken? useless? no idea on this one

droid specials:
reactor overload...haven't used it, anyone have any comments?


so in otherwords, 1 good, 1 only when desperate, 1 broken, 1 shoots at you

i hope they get better, but I don't have my hopes up...any other comments on these or others in privateer?
Skarr
SWG Tales Founder
SWG Tales Founder
On that Pirate Trap 1, did you have an enemy targeted when you used it?

The skill description says that you need to have a target for the pirates to key on. But, even if you did, there is probably a less than 50% chance that they will hit your target instead of you. I have yet to earn it, but it still sounds like a good skill for attracting ducks to the hunt. ;)

Maybe it comes into full blossom at Pirate Trap 2, the sequel.
Keer
Moff
Moff
Server
Restoration 3
Character Names
Keer Tregga
Keer wrote:On that Pirate Trap 1, did you have an enemy targeted when you used it?

The skill description says that you need to have a target for the pirates to key on. But, even if you did, there is probably a less than 50% chance that they will hit your target instead of you. I have yet to earn it, but it still sounds like a good skill for attracting ducks to the hunt. ;)

Maybe it comes into full blossom at Pirate Trap 2, the sequel.
it will only work if you have someone targeted, if there's no target, move no go
Skarr
SWG Tales Founder
SWG Tales Founder
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