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Molly ID and Mining Lasers

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Molly ID and Mining Lasers
Offline eyvind
03-31-2009, 05:35 AM,
#3
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Posts: 360
Threads: 30
Joined: Jan 2008

' Wrote:Er... why would you use a Mining gun on a freighter when the turrets have so much more coverage?
In my experience, using mining turrets in turret view is rather worthless considering the short range at which small roids dissapear. In turret view, I can only ever see roids within perhaps 50-100m of my ship, and often moving too quickly to shoot before they are out of view again.

My method is to go into cockpit view and pivot around shooting all the roids I see with two mining lasers mounted on the front, chainfired to double refire so that I can just drag the mouse over roids rather than wait the extra split second for a pop.


In regard to those exceptional ID rules ("may not ally with BLAH factions except BLAH against BLAH", "may not attack BLAH", and so on), I find them simply too limiting for roleplay comfort. I often ask whoever I am roleplaying with if they agree with me that it makes sense to bend such rules, given some rationale. For example, I can't imagine a Xeno not attacking a Universal pilot being a complete fudgestick -- in several ways that don't change what the Xeno may do -- when he would hardly hesitate to attack an independent DSE miner that never leaves Colorado and is an absolute charm to everyone she meets.

<span style="font-family:Agency FB">Good Morning!</span>
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Messages In This Thread
Molly ID and Mining Lasers - by Drake - 03-31-2009, 04:38 AM
Molly ID and Mining Lasers - by Thexare - 03-31-2009, 05:14 AM
Molly ID and Mining Lasers - by eyvind - 03-31-2009, 05:35 AM
Molly ID and Mining Lasers - by GhostFace - 03-31-2009, 05:44 AM
Molly ID and Mining Lasers - by Drake - 03-31-2009, 05:44 AM

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