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  Discovery Gaming Community Rules & Requests Rules
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Missile Turrets

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Missile Turrets
Offline jimmy Patterson
07-04-2008, 09:17 AM,
#21
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Posts: 1,695
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Joined: Mar 2008

im more of an anti cap gunboat cerbs a razor and inferno my main and 3 normal lib turrets is there a way to balance my ship at least a little like if i throw a msisle mount on it?

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Offline Athenian
07-04-2008, 10:25 AM,
#22
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Posts: 3,615
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Joined: Nov 2007

When I first bought a liberty GB I used just the weapons that came with it, and it did me well enough. You just keep on moving - a GB cant really slug it out, it has to take advantage of its manouverability as well. If I remember correctly it came with a Cerb, 2 turrets a forward gun and standard turrets. It was a good all rounder. One of the tricks is to get a good understanding of your blind spots.

You're never going to get a set up that you're completely happy about. Your enemies will always be different, in size and class. If you can accpet that you can save yourself a lot of time and money by setting up a load out and sticking with it.

Personally, I never bothered with infernos or razors on a GB. Slow cumbersome, hard to aim, seem to make little impact when they do. Others might have wisdom on this.

Having fought GB's I can tell you there are advantages to at least one missile turret. They cause you to drop cm's and try to evade; that "incoming missile" sound is unnerving. Damage knocks off weapons and components and makes you think twice about staying in the fight.




Former member of "the most paranoid group of people in the community"
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Offline Horon
07-04-2008, 10:33 AM,
#23
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Joined: Sep 2007

' Wrote:I... will... kill... you....
Actually I think it is the other way around

While being quite funny, your sig was the biggest one i've ever seen so far. No more than 700x250 please. ~utrack
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Offline ScornStar
07-04-2008, 10:55 AM,
#24
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MIssles would be deadly all the time but for some reason I find they dont track players half the time. They just fly straight like dumb fire missles.

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Offline Dennis Jameson
07-04-2008, 04:18 PM,
#25
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Posts: 1,392
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Joined: May 2008

Skill in missle use? Heh... Right. Seems like you've got a schroom infection in your air purification system.

Seriously, what's the problem with the energy turrets? They're damned effective if you know how to use them. ::shrugs:: Meh. Supose some individuals prefer to take the easy road.

Vi Veri Veniversum Vivus Vici

10/6
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Offline Tenacity
07-04-2008, 04:52 PM,
#26
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' Wrote:MIssles would be deadly all the time but for some reason I find they dont track players half the time. They just fly straight like dumb fire missles.

You have to be facing the target when you fire the missile. Try to have your targeting reticuleover that red '+' when you fire the missiles, and they'll track much better.

That's why the gunboat has to keep moving and use it's manuverability to it's advantage. You need to engine kill so you can 'joust' the target, and you need to always be moving at max afterburner speed whenever you fire your missiles - as your own ship's speed is added to the missile projectile speed.

Standard missiles travel 140m/s I think. A gunboat on full thruster speed travels 139m/s. If you fire missiles while going at thruster speed, the missiles will end up with a 279m/s projectile speed, which is much harder for fighters to dodge.


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Offline Tenacity
07-04-2008, 04:55 PM,
#27
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Posts: 9,496
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' Wrote:Skill in missle use? Heh... Right. Seems like you've got a schroom infection in your air purification system.

Seriously, what's the problem with the energy turrets? They're damned effective if you know how to use them. ::shrugs:: Meh. Supose some individuals prefer to take the easy road.

If you want to go with energy weapons against fighters, you need solaris turrets - and you need a lot of them. Generally 4 minimum turrets to even have much of an effect against a fighter, since it WILL out-manuver you and you'll have a hard time keeping enough damage going on in the few shots you do manage to land to prevent his shields from regenerating.

On a standard gunboat you have 6 turret hardpoints. If at least 4 of them are taken up by anti-fighter solaris turrets, you have next to no firepower remaining for anti-capship use. Two cerbs or razors isnt going to have much of an effect against another gunboat or anything larger - hell they wont even do well against a transport.

If you go with two missile turrets - which are much more effective against fighters - you have four hardpoints left for heavy-hitting anti capship weaponry.

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Offline worldstrider
07-04-2008, 05:00 PM,
#28
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Posts: 1,420
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Joined: Feb 2008

Put whatever type of weapons you want on your ship.

Load all Cerbs, load all Missiles, load alll Solaris's--it's your choice. It's a tactical loadout and nobody's business. Every strength of something has a corresponding weakness.

As to people who whine if you load all missiles we might as well whine about players who are more skilled than others in combat and try to "nerf" or handicap them too.

"I'm sorry...you are too good sir...you will have to let me blow half your hull away first so it is sportsmanlike and you don't keep me from enjoying my role play."

Go...fight..someone..else...then.

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Offline Dennis Jameson
07-04-2008, 05:17 PM, (This post was last modified: 07-04-2008, 05:19 PM by Dennis Jameson.)
#29
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Heavy hitting anti-cap weaponry... on a gunship. Seriously, let's schroom check that.

One battle razor (or inferno) can seem like a good solid choise... but it's not. Most gunships, and boats, can do plenty of damage with just energy turrets. I use six solaris cannons so i belive that i am entitled to state that they are awsome against capital ships as well. Cause, seriously, you won't bring down a cruiser by yourself in a gunship, thus making "heavy hitting anti cap weaponry" pretty moot point.

Ps. Pardon my crummy grammar. Heh... Fridays.

Vi Veri Veniversum Vivus Vici

10/6
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Offline frozen
07-04-2008, 05:28 PM,
#30
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Joined: Jul 2007

' Wrote:If you want to go with energy weapons against fighters, you need solaris turrets - and you need a lot of them.

sorry, but to that point, i disagree.

you can hit fighters with normal turrets, even cerbs. that all DOES depend on how well you aim. my HFGB has a full gun loadout. i can land hits on fighters fine.

2 missiles are enough. more are a waste of slot, since you cannot hold your own against other cap ships if they end up coming. even a six turret gb, with 2 missiles and 4 guns will be able to take out both fighters, and other gbs, if challenged.


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