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Transports and Fighter Turrets - 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: Transports and Fighter Turrets (/showthread.php?tid=73723) |
Transports and Fighter Turrets - Snoozzzer - 01-29-2012 [font=Comic Sans Ms]Say...way back in, like, 4.85, transports had the option of mounting then-class 4 and 5 fighter turrets. Why was this taken away? Is it coming back? Were there issues with balance? Having the option to mount purple goddess and various faction turrets was, well, nice. May not have always been the most effective combat option, but my p-transport looked damn good firing 5 different kinds of laser. Transports and Fighter Turrets - kikatsu - 01-29-2012 It was likely taken away for balance issues, because someone probably saw that a Percheron with Buckshots could take out three barghersts without issue. Mostly... fighter guns are shorter range, but far more energy efficient and dish out a ton of damage at very high speed Transports and Fighter Turrets - Hielor - 01-29-2012 Probably people didn't like transports actually being able to defend themselves. Seriously, if fighter turrets were preferable to transport turrets--the right answer is "buff transport turrets," not "disallow fighter turrets." Transports and Fighter Turrets - Dane Summers - 01-29-2012 But then pirates would Q_Q Transports and Fighter Turrets - Talesin - 01-29-2012 ' Wrote:But then pirates would Q_Q Or start to cargopirate in Transports. Regards, Talesin Transports and Fighter Turrets - Ursus - 01-29-2012 Type-4 turrets are basically the same as PG turrets in terms of damage and range, just slower refire and require way more energy. Six type-4 turrets will track and down a bomber that doesn't move, same as the PGs, a little more effort required but its close to the same. Transports and Fighter Turrets - jxie93 - 01-29-2012 ' Wrote:Probably people didn't like transports actually being able to defend themselves. Probably. Ha. Transports and Fighter Turrets - Govedo13 - 01-29-2012 What if I still miss deb turrets on my Pirate transports and Tizzonas on my Hogosha?:lol: Anyway they are gone so we need to use transport turrets - under that we understand Pirates and Traders- actually it buffs traders because most of the trading ships rely not on turrets to defend themselves but on hull. So every reasonable trader would be happy that they are not around, second thing is that they were not so effective vs bombers if at all since skilled bomber can swarm you with EMPs and snacs dodging away at the effective range of the fighter turrets( around 500 m max depending to the size of the transp and 800m for the bomber guns...)- they were damn effective because of the good energy/dps ratio vs bigger ships.. Percheron was beast and is still beast with full 2s... in general most of you does not know how to use your transports on full potential. Transports and Fighter Turrets - Hielor - 01-29-2012 ' Wrote:Type-4 turrets are basically the same as PG turrets in terms of damage and range, just slower refire and require way more energy. Six type-4 turrets will track and down a bomber that doesn't move, same as the PGs, a little more effort required but its close to the same.Any transport turrets can hit a bomber that doesn't move. Type 3s (or smalls) are the best turrets to use on transports. If you have trouble hitting things with them, the problem isn't in the turrets. Transports and Fighter Turrets - SeaFalcon - 01-29-2012 In case people didn't notice. Solaris T4 turrets have their energy use fixed now. From 700 Energy a shot it went to 300. Enjoy. Edit: ' Wrote:[font=Comic Sans Ms] but my p-transport looked damn good firing 5 different kinds of laser. As for having 5 different guns. Sure, Liberty, Rheinland, Kusari, Bretonian & stock T3 |