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cruiser loadout/weapongrps? - Printable Version

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cruiser loadout/weapongrps? - karl - 08-27-2014

hello fellas.


i have no experiences with a cruiser, and im now looking for a good loadout and fitting weapongroups.
its about a zoner cruiser.

what weapons do you prefer at what slots? it have to be an allround cruiser to shoot npc snubs, and bigger playercrafts.

pls help


RE: cruiser loadout/weapongrps? - Mímir - 08-27-2014

if you've got patience against caps (and know how to stay at the correct distance and not die), you can do 1 pulse, 2 cerbs and the rest solaris. use the pulse to soften up large targets at range while moving in, dodge and cerb it to death. you can also ditch the pulse if you feel like you are having enough success with the two cerbs alone. switch to solaris when shooting smaller stuff (sometimes you can land surprise hits with the cerbs against snubs).

otherwise all basics and 2 cerbs, that will bring a bs down fast, although make it more difficult to combat snubs. it also requires that you are somewhat focused on the energy the guns consume. the Zoner cruisers have relatively small cores, but make up for it with agility and small size.

keep in mind that these things depend on your personal preferences. Try different things out, go to conn and die 10+ times with different setups, and you'll know what suits you best, thats my advice. also the zoner cruisers (both of them) are really extremely good, it's all about patience and not getting hit, and they're good at that.


RE: cruiser loadout/weapongrps? - Cashew - 08-27-2014

2 cerbs, 2 pulses, 1 mortar and the rest primaries. You can easily hit snubs with primaries not much need for Solaris, that's my opinion anyway.

EDIT: You'll find just messing around with loadouts and switching things out will help you choose your favourite loadout.


RE: cruiser loadout/weapongrps? - karl - 08-27-2014

whats about missiles? and yes, i know i have to try in conn Big Grin but the wepons are noct cheap.. loosing each time millions changing the loadout Smile


so you think more than one pulse is not reasonable?


RE: cruiser loadout/weapongrps? - Cashew - 08-27-2014

One pulse should do the trick, two just makes it easier taking a shield down


RE: cruiser loadout/weapongrps? - Mímir - 08-27-2014

both zoner cruisers only have 2 heavy slots, so you will have to prioritize. I'd go for cerbs.

Missiles are only really worth it in tandem, and again that only works out if your ID permits you to use a faction launcher, so that you can have 1 basic missile launcher and 1 Liberty missile launcer (as an example) - that way you can carry double ammo (yes, missiles are ammo based, and you'll soon find that that sucks terribly). They can also be flak'ed, shot down with CD's and decoyed with CM. They have a lot of weaknesses that are that much more apparent when you only use 1 launcher.

Mortars are also pretty terrible in most cases, unless you are fighting in a group where you can sneak in a shot unnoticed, fighting something really big (like turtle-sized) or fighting someone who has no clue what he is doing. If you have a third heavy slot, however, it can be a useful support weapon and you can use it as a finisher. On a zoner cruiser, I wouldn't.


RE: cruiser loadout/weapongrps? - Luke. - 08-27-2014

Jayce Wrote:2 Cerbs and the rest should be Primaries



RE: cruiser loadout/weapongrps? - karl - 08-27-2014

mimir. you are my hero.. thx for the very good answers. i thought the same.. 2 cerebs 1 or 2 pulse, but what to do withj the other 3 slots? solaris are nice but 3 solaris? its kinda blindfishing.. cant hit a plyer bomber with 3 solaris Big Grin zonerturrets also.. hehe nothing better ? a supersecretideaworkout? ok cu all in conn. i will try hehe



edit have now 2 cerbs
and 2 pulse at the slots 1 and 2. 4 free slots now..


RE: cruiser loadout/weapongrps? - Mímir - 08-27-2014

zoner turrets have a bit more range and same damage pr energy as basic turrets, i think (not entirely sure - you can compare them in game), so i'd probably just go with full zoner turrets and 2 cerbs. the cruisers are small enough to survive fairly close, if you practice. again, it's about finding out what suits you. have fun!


RE: cruiser loadout/weapongrps? - Tenacity - 08-27-2014

Since when do capship missile launchers require ammo?