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Transport Powerplants - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Transport Powerplants (/showthread.php?tid=18500) |
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. 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 >.< |