What would be the best loadout of weps for the battlestar adv? i had no money so quickly puton some order gunboat turrets......but im interested what are some good turrets? for its 16 or more turrets?
My 'Unknown' Characters
Baldomero[TBH] - Titan
Baldomero.B[TBH] - Praetorian (Planned)
Baldomero.J[TBH] - Private Cruiser, Named the Hezamorph (Planned)
Baldomero.G[TBH] - Good Ole' Rusty. (Corsair Gunboat)
Elder Alexander Cross Wrote:Darkness is a friend, an ally. Darkness allows us to understand others, to see what they value when they believe no one else is looking. It allows us to be honest with ourselves, to express those values that we would disavow in the light. The light blinds us. It is only in the dark that we see clearly, and there is a great dark hidden among these worlds
MrSns,Aug 30 2006, 04:15 AM Wrote:Get some chain gun solars(cant spell it)
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The Chain Gun Solaris loadout is really nice on a battlestar quite honestly, it's an "easy" loadout though and because not alot of time is spent figuring it out somewhat lacks the anti fighter ability, but it definately has some massive anti cap ship ability.
Personally I think this would be a good loadout for a battlestar advanced (Considering I used to own one)
Mounts 1 & 2 (2 Turrets)
Battleship Inferno Cannons Mounts 3 & 4 (2 Turrets)
Battle Razor Mounts 5 through 8 (4 turrets)
Your choice of turrets Mounts 8 through 14 (6 turrets)
Cruiser Missile Launcher (Your choice of which brand, as only difference is looks)
You really only need Mounts 1-4 (with weapons I listed) to kill other battleships, firing your other weaponry during the melee will only further reduce your power supply, making your maximum firepower actually reduced due to energy drain.
Weapons 5-8 are really for point defense, these should be anti fighter weapons of some kind. as due to lag, sometimes missiles don't work.
Missiles 8-14, this is your anti fighter life-blood, missile spam. I suggest cruiser missiles because they only do 1k less hull damage, and 500 less shield damage yet require a significantly smaller amount of power to fire than Battleship missile turrets.
So an overall quick explination:
Mounts 1-4 used for cap ship killing, one salvo from 8-14 missiles should greatly harm a fighter (NPC, may take multiple salvos for player fighters) and leave with with mounts 5-8 to quick point defense, and defense against fighters during lag situations.
With this loadout you can make it so you pull your trigger and it only fires point defense turrets. You fire anti cap ship turrets manually with 1-4 keys. and you can set a custom key that launches the missiles. This gives you the power to choose the right weapon for the right moment without having to program buggy weapons groups & resetting what weapons are on your link fire in the middle of a firefight.
lets see if i add all the cash needed together...it makes.....
nearly 50miliion
2 infernoes-18mil
2 bs razors-10mil
random turrets-(maybe nomad)8mil
Cruiser Turrets:20million
so
18+
10
8
20
9(armor Upgrade)=
67-8million is closer to the fact.
My 'Unknown' Characters
Baldomero[TBH] - Titan
Baldomero.B[TBH] - Praetorian (Planned)
Baldomero.J[TBH] - Private Cruiser, Named the Hezamorph (Planned)
Baldomero.G[TBH] - Good Ole' Rusty. (Corsair Gunboat)
I don't like anti-fighter on my battlestars. that's why i have a compliment of cruisers with me. :)
Anyway, I mount my 4 forward moutns with Infernos and Battle Razors.
The rest are a mixture of Nomad Gunboat Turrets and Corsair Battleship Turrets. Why corsair? 8.33 refire rate makes them EXCELLENT anti-fighter *AND* battleship weapons.
The nomad turrets use next-to-no energy and are awesome as far as firepower is concerned.
Now.. to get the money I need for all that *smirk*
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