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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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turret/gun combo's? and high refire guns

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turret/gun combo's? and high refire guns
Offline Derkylos
11-18-2008, 04:51 PM, (This post was last modified: 11-18-2008, 04:51 PM by Derkylos.)
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Posts: 1,410
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Joined: Sep 2008

Well, I did find the chainguns to be underpowered, but that might be due to my lack of skill when it comes to hitting things. On the other hand, you can buy them with a neutral/low rep to anyone, whereas most (if not all) other top class guns require green rep with the owning faction.

As for projectile speeds, the shield hitbox is substantially bigger than the hull hitbox, so, as Zapp pointed out, mounting different speed guns as shieldbusters should, theoretically, have very little impact, just make sure you're not using the shield busters when they have no shields.

Projectile speed will also be dependant on your style-in a joust, projectile speed matters not, as the target is straight ahead, meaning no lead is required.
As for the transport turrets/guns matching, only the armored transport can mount both, so there is no need for them to synch with anything.

Anyway, just mount appropriate faction guns and have done with it...who cares if you win/lose in PvP? That's not the primary aspect of the game, anyway.

[Image: 2ecf33o.png]
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Messages In This Thread
turret/gun combo's? and high refire guns - by joojoo1975 - 11-18-2008, 01:57 PM
turret/gun combo's? and high refire guns - by Emon - 11-18-2008, 02:29 PM
turret/gun combo's? and high refire guns - by Zapp - 11-18-2008, 04:37 PM
turret/gun combo's? and high refire guns - by Derkylos - 11-18-2008, 04:51 PM

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