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Cannonball vs Sidewinder missiles - Printable Version

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Cannonball vs Sidewinder missiles - Kambei - 01-29-2009

I vote for cannons... they fit perfectly to me and my style of battle. Sadly for jouster I know when to release them:)


Cannonball vs Sidewinder missiles - Fozzie - 01-29-2009

' Wrote:I'm more concerned about the RP of the vessel than its loadout...

What exactly is this ship going to be used for?


Fozzie is the first char I had on here and he's a merc. I picked up the jelly guns from an Order gunboat captain in partial payment for a mission.


Cannonball vs Sidewinder missiles - tansytansey - 01-30-2009

I prefer the sidewinder, because my lag gives me issuses with slower moving missiles.

Also, I'd recommend neither with your current loadout. You're mounting a sunslayer, which is more than enough hull busting power for anyship. No fighter needs 14,000 + 4800 hull busting damage, with nomad guns ontop of that.


Cannonball vs Sidewinder missiles - spec - 01-30-2009

I had sidewinders on one of my chars but switched to canon later.
For some reason sidewinders always seem to misfire for me - When I fire, it reduces the ammo count, but no noise, no missile trail.. not sure what the issue is, maybe my connection - > 350ms ping


Cannonball vs Sidewinder missiles - Fozzie - 01-30-2009

' Wrote:I prefer the sidewinder, because my lag gives me issuses with slower moving missiles.

Also, I'd recommend neither with your current loadout. You're mounting a sunslayer, which is more than enough hull busting power for anyship. No fighter needs 14,000 + 4800 hull busting damage, with nomad guns ontop of that.


Then why do I pour fire on targets with 4 nomad cannons and it doesn't seem to do much damage? LAg? I ping 165 most of the time and I see quite a few yellow and red lags. With the missiles and mines I seem to do all right. And as far as need? I mount the most powerfull weapons I can find, that's why they exist.
If I engage targets around minor they seem to fade off into the distance as they get beaten down then I hear a destroyed target tone but they aren't there to tractor.

' Wrote:Then why do I pour fire on targets with 4 nomad cannons and it doesn't seem to do much damage? LAg? I ping 165 most of the time and I see quite a few yellow and red lags. With the missiles and mines I seem to do all right. And as far as need? I mount the most powerfull weapons I can find, that's why they exist.
If I engage targets around minor they seem to fade off into the distance as they get beaten down then I hear a destroyed target tone but they aren't there to tractor.


And the torpedo only works on gunboats and up, it's the fighters and bombers I need to get a good loadout setup for. I can blast shields easily but the hulls seem to take forever to wear down.


Cannonball vs Sidewinder missiles - AdamantineFist - 01-30-2009

' Wrote:I'm more concerned about the RP of the vessel than its loadout...

What exactly is this ship going to be used for?
Yeah, I'd go with Vampires, Furies, or Buckshots instead. As an added bonus, the fact that they all have a higher projectile speed than Codes or Nomads makes them easier to hit with.


As to the missiles, I've used Sidewinders myself, and I can tell you that they have some pretty decent tracking on them. Less punch, sure, but they're the best homing missiles around.


Cannonball vs Sidewinder missiles - tansytansey - 01-30-2009

' Wrote:Then why do I pour fire on targets with 4 nomad cannons and it doesn't seem to do much damage? LAg? I ping 165 most of the time and I see quite a few yellow and red lags. With the missiles and mines I seem to do all right. And as far as need? I mount the most powerfull weapons I can find, that's why they exist.
If I engage targets around minor they seem to fade off into the distance as they get beaten down then I hear a destroyed target tone but they aren't there to tractor.


And the torpedo only works on gunboats and up, it's the fighters and bombers I need to get a good loadout setup for. I can blast shields easily but the hulls seem to take forever to wear down.

In general yes it does take a while to kill a 2.5 armored ship with guns. But you don't need to do 19,000 damage in one volley.
[Image: suitabilitydemotivationwo2.jpg]
For fighting gunboats in a fighter you'd be better off with a Mini Razor anyways.


Cannonball vs Sidewinder missiles - Grumblesaur - 01-30-2009

Nomad cannons? Bleh, Solarises would work better for you, RP-wise.

As for the missiles, ALWAYS get a combo. Dual cannonballs suck ammo and are terrible for hitting.

You need a Cannonball/Sidewinder or Cannonball/Firestalker or Sidewinder/Firestalker

Mounting a missile combo and/or a torp [razors included], have debs as your guns. Kill shield, fire missile, dead player.


Cannonball vs Sidewinder missiles - zeinstruktor - 01-30-2009

Erm, you forgot the part where they dodge until you run out of missiles, and then yes, he's dead.

A cannonball can be used very effectively alone... No need for combos.


Cannonball vs Sidewinder missiles - Grumblesaur - 01-30-2009

' Wrote:Erm, you forgot the part where they dodge until you run out of missiles, and then yes, he's dead.

A cannonball can be used very effectively alone... No need for combos.

I prefer symmetry, and cannonballs need help to track.