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Transport Powerplants - Printable Version

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Transport Powerplants - Hawk - 04-05-2009

' Wrote:this is why I think we should use a mix of class 6 and 7 turrets (class 6's dont exist, 7's are only used by transports) to give transports a more varied weapon setup.

Example: make class 6 turrets fast firing, semishort range like solaris guns are, anti-fighter/bomber oriented, then make class 7 turrets slower firing, heavier hitting weapons like cerberus cannons for example. Transports still wouldnt have gunboat firepower really, but they'd certainly have enough defense to stand and fight smaller opponents rather than running.

The current transport turrets are great if you know how to use them. Weapon grouping is everything. I actually love the new turrets as they are. Any fighter that comes after my slave liner is going to get pounded. Against a GB, it all depends on the pilot, if he can hit me from the right angle and doge my turrets, he'll beat me. If not, he's toast. I also agree with Rudo, what will happen to the shield regen if you start messing with transport plants?

Not even a salvager is a gunboat. It lacks the stronger shield and is not near as maneuverable as a GB. I think a lot of this is about the skill of the pilot and making your ship do things you didn't think it could do.


Transport Powerplants - Dusty Lens - 04-05-2009

True, I employed some GMG turrets on my transport last mod, which were as close to Solaris turrets as I was going to get.

They were extremely nice at keeping things that I didn't want near me at bay, so long as they were fighter sized.

Pirates didn't think much of a C-trans with all GMG turrets, until they realized they could snipe me at 5k >.<