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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Bottlenose Gunship Anti-Snub loadout

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Bottlenose Gunship Anti-Snub loadout
Offline JuanDeeg
09-16-2016, 11:21 PM,
#1
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Posts: 10
Threads: 3
Joined: Sep 2016

Hello all, currently using the Bottlenose gunship from the BHG. I've recently acquired this ship because I really like the look of it and how it flies. My only question is what kind of turrets should I use for anti-snubs aka VHFs, Bombers, etc and also whether Solaris Gatling Turrets are worth the energy usage. When I use all basics or regular BHG turrets I could fire basically forever, however the Gatling turrets take a lot of energy but from what I see they are fairly accurate and fire super fast while having decent range. So I'd just like some thoughts, I'm also a still fairly new to the game.

Cheers,
Jones Buty
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Offline Foxglove
09-16-2016, 11:26 PM,
#2
Actually Sombra
Posts: 2,461
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Joined: Dec 2015

Solaris Turrets are pure anti-snub weapons. You'll be vulerable to anything bigger and a gunboat with Basic Turrets will likely have an edge and be able to take you out 1vs1. Basic Turrets or the faction versions with the same or roundabout same projectile speed are sorta like hybrids. You can fight snubs and capital ships, but don't do optimal damage to either of them. If you know you want to fight capital ships, take Cerberus Gunboat Turrets. Note that you can use even those against snubs, but you'll need some trigger discipline and maybe razors to exploit a luckily dropped shield.

[Image: maYSx8o.png]
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Offline JuanDeeg
09-17-2016, 05:58 AM,
#3
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Posts: 10
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Joined: Sep 2016

Ok cool, also can you explain energy usage to me? Is that energy spent per shot? And the retire rate is that per second as well?
Thanks
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Offline Zyliath
09-17-2016, 07:29 AM,
#4
Spear of Light
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Energy usage: percentage of the ship's energy used while firing.
Refire rate: quantity of shots fired per second.

Normally, it goes like this:
High refire rate -> low energy usage (an example are the Flashpoint civilan-grade laser guns)
Low refire rate -> high energy usage (an example are the Wyrm series OC* tachyon cannons)

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Offline BOB
09-18-2016, 02:32 PM, (This post was last modified: 09-18-2016, 02:34 PM by BOB.)
#5
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(09-17-2016, 05:58 AM)JuanDeeg Wrote: can you explain energy usage to me? Is that energy spent per shot? And the retire rate is that per second as well?
Thanks



To answer your questions:

- The energy usage listed in game is the amount of energy that gun will use when firing a single shot.

- The damage is the same. The figure is per shot.

- I'm not sure if Refire rate is per second I'm afraid.

Neither of these numbers are per second, so if you want to work out what has the higher damage per second (DPS) you will need to work this out. You can of course go further and work out DPS over the energy usage per second.
However, there are many more variables to consider for actual combat. Range is a huge factor in a slow gunboat when taking on multiple faster fighters that will rotate attacking you.

Personally I'd recommend the basic turrets, you can wipe the floor with most bombers or fighters with those and you don't have to keep an eye on your energy usage. If you chain fire you can even fire at full capacity directly after coming off cruise. That is actually massively useful in a lot of scenarios.
In my experience, the basic turrets are still more or less useless against larger caps (great against other Gunboats though), you will be relying on bombers or other caps in your party to take on enemy cap ships.

That's just my opinion of course, others will likely have better advice.

I would say try not to make the game just about the PVP though, there is a lot more fun to be had elsewhere, without the frustration of your inevitable hull breach. Anyway, have fun!
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Offline JuanDeeg
09-19-2016, 02:05 PM,
#6
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Posts: 10
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Joined: Sep 2016

Thanks a lot for the info!
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