• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 504 505 506 507 508 … 779 Next »
Reccomended Resheph Weapons?

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 2,101,450 / 2,500,000
LSF Arms Shipments - 212,290 / 2,000,000
LSF Munition Shipments - 164,031 / 2,000,000
Pirate Black Market Shipments - 636,970 / 1,000,000
Dragon Bounties - 16 / 10,000
KOI Bounties - 53 / 10,000
LSF Bounties - 38 / 10,000
Samura Bounties - 5 / 10,000

Latest activity

Pages (4): 1 2 3 4 Next »
Reccomended Resheph Weapons?
Offline kikatsu
08-18-2009, 02:50 AM,
#1
Member
Posts: 2,199
Threads: 253
Joined: Jul 2008

Some of you may have met my Order Recon ship, the Muninn (Named for Odin's raven who collected memories for him)...Dr Zimmerman always fancied Norse myth more... not important here though

anyways.

Right now I have a rather basic load out on the ship, as it's a science ship and not a war ship, it's lightly armed and armored. Right now it's mounting only basic MK8 armor, a light mortar and the remaining weapons are standard Order turrets

I do my best to avoid combat with her, but I know that's not always possible. So far I've had only one battle, against a BHG battle cruiser...I had a bomber on my side, and the ship left the combat area.

First off...I'm thinking of switching out the Mortar for an Order Missile turret, only for the fact that it will be able to take the turrets off attacking capital ships.

I've seen a few cruisers mounting two pulse cannons, but the Resheph's weapons limits and arcs are so limited that I am unsure if I am willing to give up two mounts for pulse cannons... with the current set up, I can fire the Order turrets non-stop and have the powercore still regenerate.


But honestly, I don't know what I'm doing, this is my only capital ship and I have almost no experience with these big ships.

I need some suggestions before I go and change the weapons.
Reply  
Offline Tenacity
08-18-2009, 02:59 AM,
#2
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

Unless you plan on fighting other cruisers often, or participating in larger fleet battles, I would say you dont even need the mortar. LM's are a huge energy drain for small destroyers/cruisers.

Against other small cruisers, and gunboats, a pair of pulse turrets and a pair of razors will serve you better. Past those, I would probably load up all order cruiser primaries or solaris turrets to deal with smaller attackers.

[Image: Tenacity.gif]
Reply  
Offline darthbeck
08-18-2009, 03:04 AM,
#3
Member
Posts: 2,457
Threads: 112
Joined: Jan 2009

your current loadout sounds pretty good.

i suggest you spend all your cash on a good armor upgrade.

' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
  Reply  
Offline kikatsu
08-18-2009, 03:07 AM,
#4
Member
Posts: 2,199
Threads: 253
Joined: Jul 2008

I don't want to get into any battles with the Muninn at all, but I know that it is not possible for an Order ship to avoid combat all the time

Razors, I've heard really mixed things about Cruiser Razors, I am assuming they are fast enough to hit gunboats, but do they really hit hard enough to dent a cruiser?

Will cruiser Solaris guns make a dent in gunboats/ cruisers? I do know that they will do a number on smaller ships.


Also, I have about 100 million saved up, not actively trading so a good armor upgrade is out of the question until I can trade for a few hours and not fall asleep
Reply  
Offline darthbeck
08-18-2009, 03:17 AM,
#5
Member
Posts: 2,457
Threads: 112
Joined: Jan 2009

no really, a good armor upgrade will let you win against opponents with more skill and worse armor.

' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
  Reply  
Offline n00bl3t
08-18-2009, 03:17 AM,
#6
Member
Posts: 7,448
Threads: 108
Joined: Mar 2008

Your loadout is fine.

If you want anything, drop one of the primary turrets and add the missile.

[Image: hG0lGaj.png]
Anything I say is not intended as offensive, and to try and deliberately misinterpret it as such would be an attempt at trolling via misrepresentation.

It's not a conspiracy, it's localised bias. They're not intelligent enough to form a conspiracy.
Reply  
Offline Tenacity
08-18-2009, 03:18 AM,
#7
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

Battle Razor:
Hull Damage: 35,000
Shield Damage: 17,500
Range: 1520m
Speed: 800
Refire: 0.25
Energy: 350,000

Light Mortar:
Hull Damage: 150,000
Shield Damage: 75,000
Range: 3480m
Speed: 600
Refire: 0.25
Energy: 1,000,000

I can hit gunboats with a light mortar in my carrier, i'm sure you can hit them with a razor in your much smaller and more manuverable ship.

It will take longer to kill another cruiser with only razors, you can still go with a single LM if you want, but each shot with a mortar is going to eat up about 2/3rds of your energy. In the long run, a mortar will do more damage-per-energy than a razor, so it might be a better choice, you're just going to have to deal with waiting for regenerations.

If you go with a mortar, make sure that your shots count - dont miss or it's going to hurt you more than a missed razor would. Even on my carrier with 3-4 times more energy than your cruiser, if I miss a mortar shot, it can turn the battle against me when fighting other caps. I'd say get lots of practice if you're going to use the mortar.

Still, even if you stick with a mortar, get two pulse cannons - they're far more efficient against enemy shields, very easy to hit with, and have a fairly high refire rate.

[Image: Tenacity.gif]
Reply  
Offline Robert.Fitzgerald
08-18-2009, 03:23 AM,
#8
Member
Posts: 1,727
Threads: 32
Joined: Feb 2008

1 Pulse, 1 Light Mortar, 6 primaries works for bombarding caps and hitting gunboats. Should do well against cruisers as well.

[Image: GatewaySig.png]
~Gateway Interstellar~ Gateway)Gibraltar
Gateway Corporate Profile - Gateway Message Dump - Gateway Recruitment - Gateway Faction Feedback
  Reply  
Offline Sprolf
08-18-2009, 03:27 AM, (This post was last modified: 08-18-2009, 03:27 AM by Sprolf.)
#9
Member
Posts: 3,052
Threads: 48
Joined: Mar 2009

I equip my Reshep (which is designed for the same exact purposes yours is) with the following...

Slot 1: BASIC Missile
Slot 2: Pulse
Slot 3: Pulse
The rest: Cruiser Turrets

It's a roughly balanced and simple loadout - the anti-cap guns at the front (they have good swivel range, though) and the other guns to the sides (though they can easily shoot frontwards).

  Reply  
Offline Tenacity
08-18-2009, 03:28 AM,
#10
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

' Wrote:I equip my Reshep (which is designed for the same exact purposes yours is) with the following...

Slot 1: BASIC Missile
Slot 2: Pulse
Slot 3: Pulse
The rest: Cruiser Turrets

It's a roughly balanced and simple loadout - the anti-cap guns at the front (they have good swivel range, though) and the other guns to the sides (though they can easily shoot frontwards).

Why use a basic missile turret when the order has it's own missile turrets?

[Image: Tenacity.gif]
Reply  
Pages (4): 1 2 3 4 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode