' Wrote:Yeah i know what are you talking about Boss, but shouldn't pirates have a little tougher time to "earn" their money? I mean, most of the 5k super transport have very small number of turrets, Mastodont have 1 for example, Zoner whale has none....so basicly anyone with decent fighter and guns can kill them with no trouble.
Try taking down an armored Shetland before it docks in a fighter
Type 4 is broken and indeed need to be fixed right now there is no point in mounting it, it is reserved only for new players who are nubs,when I will rob someone and I see his 4s I do laugh hard, in bomber or in P-Trans they fail big time , there was other topic about it and the old transport turrets, it is in the search - it is better explained there.
No type 4 have low DPS and hight energy consumation and cannot bring any normal bomber pilot down in the needed time(bomber will rape the transp even with cap 8). No Shire and Akedata should be able to bring some damage to bombers and fighters, the both ships powercore is even so nerfed that they cannot use 100k shield and fire all weapons in reasonable time, both CTranses are severe nefed.
Ah and yes:
' Wrote:What do you expect? The entire mod is balanced towards fighters and bombers.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Type 4 is broken and indeed need to be fixed right now there is no point in mounting it, it is reserved only for new players who are nubs,when I will rob someone and I see his 4s I do laugh hard, in bomber or in P-Trans they fail big time , there was other topic about it and the old transport turrets, it is in the search - it is better explained there.
No type 4 have low DPS and hight energy consumation and cannot bring any normal bomber pilot down in the needed time(bomber will rape the transp even with cap 8). No Shire and Akedata should be able to bring some damage to bombers and fighters, the both ships powercore is even so nerfed that they cannot use 100k shield and fire all weapons in reasonable time, both CTranses are severe nefed.
Ah and yes:
Any gun is fail big time. I've seen pilots kill with imp debilitators, I've seen pilots kill with Flamekiss MKIs (the ones that go 500 m/s) before.
The weapon is a tool for the pilot to use. Its damage is relatively irrelevant. If I have a cannon that does 3000 dps at 600 m/s and 1.00 refire, vs a cannon with a refire of 4.0, dps of 2000, and a speed of 1500 m/s, I can definitely hit more shots on a fighter/bomber with that faster gun than the slower one. More shots hit translates to more efficiency.
Will type 4s work werll on a experienced bomber? Most likely not. They only need a few hits with their novas to blast you. Will they work on p-trans/gunboats, nope. They work well agaisnt fighters and thats about it.
when it boils down to it, its a simple fact that ANY transport turret cant take down a bommber efficiently. Nor a gunboat. That said, Transports in general need a escort, whether thye use type 4s or type 3s or 2s.
Something else to consider if you're in a Shire is to think down, not up.
My Shire (which is bounty hunter ID'd, since it's part of the APM fleet) has 6 Buckshot turrets, and 6 Advanced Deb turrets.
So it has specs of:
485 Hull, 242 Shield, 4.00 refire, 750 m range, 750 m/s speed, 122 energy - Buckshots
24 Hull, 507 Shield, 4.00 refire, 700 m range, 700 m/s speed, 90 energy - Debs
Now look at your DPS ratings between those, and your actual transport turrets:
1,940 Hull 970 Shield 489 Energy Bucks
96 Hull 2,028 Shield 360 Energy Debs
1515 Hull 758 Shield 2121 Energy - TT4's
2100 Hull 1050 Shield 550 Energy - TT3's
80 Hull 2540 Shield 650 Energy - TT1's
I used to run full Purple Goddesses, which looked really cool and did:
1,833 Hull 917 Shield 553 Energy
The Shire has a 90,000 power plant, with 7,500 recharge. That means that 12 Purples, using 6636 Energy, never touch your power bar. Now, you could do the same with a full complement of TT3's, because they'd only cost you 6600 power. But the problem you run into with a gun that only shoots at a refire rate of 2 is that it's a lot harder to hit both shots, while you get a nice stream of 4 or 6 shots per second out there, you look like you're shooting lasers at the guy.
Of course, make sure you have a good cap armor, as well.
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
Plus, transports are geared to RUN, not fight. Even the battletransports are meant to run while shooting. The larger transports are "balanced" to be able to run 20-30k on thruster before they're destroyed.
Laughable, I know. Transport drivers are cannon fodder that feed the pirates that feed the lawfuls...only pirates so sickeningly outweigh the lawfuls because pirates aren't as hamstrung with rules and can be the quick-buck alternative to mining/trading. If you end up in an encounter with a pirate, the transport driver has about a 0.05% chance of coming out on top, and about a 5% chance of coming out of the encounter without a bad taste in his/her mouth.
And don't one of you come at me with escorts, avoidance, paythepirate, or whatever tripe you can conjure. The above statement is true in pretty much every regard. I know this because in the 3.5 years I've been on Disco, I've driven a hauler for exactly that long. It's called experience.
Basic turrets are generally well balanced between power use/ damage, so you can fire for a long time before running out of power, that is if you are even using enough power to drain your power plant.
Unless you have enough turrets spread around your ship like a Shire does, then you can follow Agmen's advice.
I worked out that the class 3's are best for my 'little' Firefly, 3 on each side plus a class 1 on each side, one up, one down, to enhance the shield damage.
On a side note, is there a difference between a cap armor upgrade that gives you a X2 hull boost and normal armor upgrade that gives you a X2 hull boost?
I don't know what kind of problem it is you all have with the transport-turrets.
Besides that, I consider PGs to be most useful on transports and freighters. In a fighter you have no real use for the longer range, and they almost match speeds with type 3 transport turrets.
And: I am quite sick of people bragging about weak transport-guns who never bother to learn how to use them.
No, you can't practise your fighter-skills and expect to be able to be a good transport-gunner.
No, you can't practise your gunboat-skills and expect to be able to be a good transport-gunner.
You actually have to practise your fighting-skills in your transport.
If you even have one.
' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.
Precisely. The type 4 guns are useful against light fighters - that's what they are designed for, light armored, fast, agile targets. For VHFs and bombers the type 3's (and STT's) are better suited. I've had type 3's on both a pirate transport and my Hegemon for ages - They work well in giving bombers something to worry about while you head for the nearest port. Two (pirate) transports teaming a gunboat can be interesting. Two hege's, same deal, provided you don't have the typical hege with 10 mining turrets...
For me the choice boils down to:
- Full type 3 (Moderate versus heavies, okay versus fighters/bombers). Simply spray with these. If the refire 2 is insufficient, define 2 weapon groups, 1 for half guns, 1 for all guns. Switch the half group, hold fire, switch the full group on after a quarter second. You should have the half the guns firing in turn continuously now, which equates to half your guns at refire 4. Most transports can power fire from these indefinately.
- Mix of Type 2/Type 1's. (Okay versus heavies, poor versus fighters). Use weapon groups, most transports do not have the power to sustain fire from these. Against fighters, firing the type 2's in turn is recommended, they do a lot of damage but their refire is low.
- Full type 1's: Used by very few people. The idea behind this one is to quickly strip your enemy shields and keep their powercore drained so you don't take significant damage while you thruster to a friendly base. Useless against fighters, but can be effective against less agile gunboats. Lethal if you have a bomber escort and some decent armor...
Depends on what you most often want to, and can, fight off. Personally, I'd opt on traders for the slower type 2 and type 1 guns, to fight off PTransies and the likes - Two transports armed as such can easily defeat a PT. As is stated before, being (thankfully) geared towards fighters, most transports don't stand a chance against a bomber in this module.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.