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help equiping claymore - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: help equiping claymore (/showthread.php?tid=23417) Pages:
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help equiping claymore - Galacius - 07-16-2009 So I'm somewhat new to the whole gunship thing and I could use your guys help. Any suggestions you can give for a good all around setup for a claymore gunship would be most welcome. Also keep in mind a good amount of the white or green lists for junkers would work turret wise, the rp is being tidied up (its an idea I have had for a while, thats been further influenced by some very good rpers, so I'm reworking my idea and putting the finishing touches on it) as we speak so the whole matter is flexible (but the general idea is there) just as i want the loadout to be. So you know its got 6 mounts, one faces straight back one faces forwards. Power output of 400,000 and recharge of 40,000 incase you were not familiar with the ship. Thanks a ton any help is much appreciated! help equiping claymore - Robert.Fitzgerald - 07-16-2009 What are you going to fight? Fighters/bombers, 5 solaris and a basic missiles. Heavier stuff, gunboat turrets, pulses and razors. For a more generic loadout, try full gunboat turrets (basics would work in your case). help equiping claymore - cobraSting - 07-16-2009 Which faction is this ship for? you need that IFF and Guard ID. 2 Missile Turrets, other four of your choice. Armor Upgrade MK VIII If you are pirating or playing the police, get Advanced Cargo Scanner. Otherwise get Discovery Scanner. ******IF YOU HAVE NO BATTLESHIP, AND DON"T PLAN TO GET ONE: consider putting a battleship license on this thing. Scan range is beastly... Capital Ship Thruster is nice, but you don't really need good thrusters on cap ships. help equiping claymore - Galacius - 07-16-2009 ' Wrote:What are you going to fight? Fighters/bombers, 5 solaris and a basic missiles. Heavier stuff, gunboat turrets, pulses and razors. For a more generic loadout, try full gunboat turrets (basics would work in your case). Im going to try to give as much out as I can while keeping the idea of it under wraps to some extent till its ready to go (I dont like getting something out when its not quite finished). Deep enemy territory runs is all I can say so it will encounter about everything, though I feel fighters and bombers might be the most common (but running into another gunboat shouldnt be ilose). Im also interested in turret manufacters, zoner seems good and its sold to anyone. Dont let that stop you if there is something really interesting turret wise give me something to write in revisions about. edit its going to be junker and I dont think you need guard rep for having a gunship do you? help equiping claymore - cobraSting - 07-16-2009 Contrary to poular belief, Zoner turrets are NOT sold to anyone. You have to be Zoner Guard to get them. help equiping claymore - Galacius - 07-16-2009 ' Wrote:Contrary to poular belief, Zoner turrets are NOT sold to anyone. You have to be Zoner Guard to get them. Dont they say they are commonly available? Also I know I have seen them in several different locales not in the guard system. help equiping claymore - Robert.Fitzgerald - 07-16-2009 Cobrasting is wrong on both counts. Two missiles are a waste of slots, as that'll drain all of your powercore. One missile is much more effective, both on your powercore and on the enemy fighters/bombers you'll face. Zoner turrets can be used by non-zoner guards. help equiping claymore - Implosion - 07-16-2009 Man,get a 5 five gunboat turrets and a Battle Razor. It's good against fighters/bombers and gunboats. help equiping claymore - reavengitair - 07-16-2009 Thanks for choosing this great ship - its my favourite. It really depends of course on what you are using. Once I used 3 razors, 2 pulse and a missiles, worked well on caps, failed on fighters. Id say that the 4 standard and the 1 razor sounds good. And a missile at the back. help equiping claymore - Petersen - 07-16-2009 with the hardpoint layout of the claymore it doesnt make sense to put anything other than a razor on the backfiring hardpoint, an ordinary turret doesnt even scartch the shield before the enemy dodges or uses your flying in a straight line to hit you, with the razor back there you can do some real harm to a following craft and it hits them quite well. aditionally get one battle razor on hardpoint 1, thats the one where the kusari gunboat has its big forward weapon and because the gaian gb is derived from the kusari gb layout this hardpoint has a very limited firing arch, too narrow to hit fighters with normal turrets, so the battle razor is the only real choice you have. other than that it is really a question what you like more, the zoner turrets do a little more damage but drain energy like hell, the solaris are good to hit fighters/bombers because of their higher refire and even the basic turrets i use on my claymore work quite well. |