' Wrote:sorry, that's how I view Xeno players these days.
Besides, didn't buy it to WTFPWN fighters, thus it isn't set up to fight fighters. I leave that role to my Collector.
Yeah, that's your opinion. I've had good roleplay with Xeno characters and I don't bias for or against any faction.
I've had Xenos do nothing but bark at me for half an hour, and we've had issues with an ALG Miner outside Bornholm who is abusing the ALG/Junker 'friendship' to salvage scrap there undisturbed, knowing nothing of how the relationship works. Both these incidents are recent and have forced me to look at factions in a new light.
I like my Salvager, I set it up more to flee a bad situation with bombers and fighters, and to punch holes in any gunboat who dares to hold it up.
You know, that actually explains why my calculations were a bit off. I did manage to chase off that Hogosha bomber at least.
Quote:I like my Salvager, I set it up more to flee a bad situation with bombers and fighters, and to punch holes in any gunboat who dares to hold it up.
I've heard good things about basic turrets this version. I've been torn between a Battle Razor and Pulse Cannon for fighting off bombers -- I'm an excellent gunner and thus this would be easy.
Also, that rear-firing turret? You could fit a nice launcher on there.
That's my take at least. Group your guns so you're not murdering your plant everytime you lean on them.
How are the battle razors in this version? Has anyone tried them? I'm still using a Solaris / Cerb combo. I have 2 Cerbs but they are the front and rear firing turrets so most of the time I'm not using more than one at a time.
' Wrote:How are the battle razors in this version? Has anyone tried them? I'm still using a Solaris / Cerb combo. I have 2 Cerbs but they are the front and rear firing turrets so most of the time I'm not using more than one at a time.
(spoilers ahead)
They're still not that great. What's deceptive about them is that the projectile hitbox is much much smaller than the projectile (for good reason, you could fire one blind and score hits if the hitbox were that big white ball). After extensive testing on NPC fighters I've concluded my odds of hitting a player fighter with one are pretty much nil, so I went with the pulse cannon instead.
Granted, that could just be me being unable to hit anything.
I still swear by the rear-firing missile turret though, for no reason other than the Salvager has no other point defense against anti-cap missiles and torpedoes. No TCD spam for us.
' Wrote:They're still not that great. What's deceptive about them is that the projectile hitbox is much much smaller than the projectile (for good reason, you could fire one blind and score hits if the hitbox were that big white ball). After extensive testing on NPC fighters I've concluded my odds of hitting a player fighter with one are pretty much nil, so I went with the pulse cannon instead.
I thought that was so. One of my other characters has been taking a lot of missions vs capital ships recently and a few times I've seen the big white ball pass through my ship without causing any damage.
.:j:.Salvager - Junker Congress (Salvage Frigate) := Recipient of the Yanagi Defense Medal
.:j:.Salvager.VHF - Collector
.:j:.Salvager.B - Recycler
.:j:.Salvager.B2 - Waran
"Good news everyone. I suddenly and unexpectedly have job vacancies for an entire spaceship crew!"
' Wrote:I like my Salvager, I set it up more to flee a bad situation with bombers and fighters, and to punch holes in any gunboat who dares to hold it up.
Just adding to this. After getting in a few scrums with gunboats, I've concluded the Salvage Frigate stands no chance against a GB pilot worth his salt. The discrepancies in size, agility, tactics (GBs have a CD, the Salvager doesn't -- the 'drift & joust' tactic is simply not available as a result) added to the shield capacity/regen difference make it near-on insurmountable. Standing next to one another and pounding at each other is fruitless, and it's simply outclassed in maneuvering.
Basically it's a transport that can fire pulses, razors and GB missiles. I'm content with this as it is, but I don't want to see anyone complain about how it's supposed to be a gunboat. It takes less than half the continuous damage to down transport-class shields than those of a gunboat.
On the upside, it's better-defended than most transports against bombers and fighters due to the weaponry available.
I have the JS, and to be honest, the only way you can fly the thing is like you are flying a bomber. Mount two razros, two pulses and a missile turret in the back. it shoots....sometimes.
Quote:ZOOOMGAGAWWDD PUUUUUULLLSSSSEEE CANNNNNNONN
the shield off and razor away. Took out a few bombers and fighters that way.
It's still a transport tho, so don't use it as a bunboat, since it will be like a fat GB with cruiser agility and transport firepower.
' Wrote:I have the JS, and to be honest, the only way you can fly the thing is like you are flying a bomber. Mount two razros, two pulses and a missile turret in the back. it shoots....sometimes.
If you have the missile turret in its own group, mouseover the target so you get the spinning reticle and hit the ' key next to the semicolon ( ; ). It'll fire regardless of where it's pointing and will usually right itself to chase the target.
The downside is that this key is unchangeable (that or it's only editable in a .ini file I haven't found) so you move your hand across the keyboard and lose your bearing on the WASD group.
It actually fires if you turn to the right and its poiting left and the target is comming from the left side or if its on the right side and the target is passing you.