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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Missile's VS GUNS

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Missile's VS GUNS
Offline Varyag
08-12-2009, 06:59 PM,
#21
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Posts: 1,336
Threads: 23
Joined: Dec 2007

Missiles on fighters are handy if used well. They take some of the headache out of killing light fighters.

Missiles on caps are worthless (yes even gb class) guns grouped do a rediculous amount of damage to light ships.

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
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Guest
08-12-2009, 07:03 PM,
#22
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' Wrote:Missiles on fighters are handy if used well. They take some of the headache out of killing light fighters.

Missiles on caps are worthless (yes even gb class) guns grouped do a rediculous amount of damage to light ships.

Cap 8 all solaris Osiris


*shudders*
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Offline Monk
08-12-2009, 07:08 PM,
#23
Member
Posts: 909
Threads: 48
Joined: Aug 2007

All my chars use faction weapons except for one. On that one it is 3 codes (not even that great anymore as I've had them on there since forever ago) 1 Imp Deb Mk 2, 1 Adv Deb Mk 2 turret and one cannonball missile launcher.

I don't use the missile launcher a whole bunch. I use it when the opportunity presents itself and they make mince meat of bombers who fail with CMs. My favorite use is the sacrifice missile pass. I have shields they don't, they are stupid enough to continue charging at me head on, I put a missile in right as we cross...sure i lose my shields but they have lost half their hull...

I like this setup since the codes are powerful enough to allow me to stick with an all gun approach, if the opponent knows how to dodge missiles, while not losing out too much on dps.
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Offline Varyag
08-12-2009, 08:29 PM,
#24
Member
Posts: 1,336
Threads: 23
Joined: Dec 2007

I have a cap 7 all solaris rpc... IT rawks

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
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