To use missile turrets effectively you need to be able to turn and face your target. You cant sit there in turret view to aim because you'll get pummeled by enemy fire - a gunboat's survivability lies in it's manuverability.
The BH gunship, orca gunboat, liberty gunboat, kusari gunboat, and lane hacker gunship are the best ships to set up for missileboating.
' Wrote:Missile turrets - damned if you do, damned if you don't.
They are very helpful if you want the ability to deter enemy fighters or bombers.
Someone griped at me for mounting two which is a bit unsporting imho. Any more and out come the knives for sure.
And if you use a maneurable missile boat, they are amazing. Just chainfire, leave 0.75 s between shots (grouped in two missiles / shot works wonders, more ineffective) and in one volley you strip a VHF shields to zero, but not doing hull damage.
The problem comes if he's intelligent. He will put cm's in auto and spam cd's at you, rendering your tactic unuseable. So you need good support to use such vessel.
And if you use a maneurable missile boat, they are amazing. Just chainfire, leave 0.75 s between shots (grouped in two missiles / shot works wonders, more ineffective) and in one volley you strip a VHF shields to zero, but not doing hull damage.
The problem comes if he's intelligent. He will put cm's in auto and spam cd's at you, rendering your tactic unuseable. So you need good support to use such vessel.
exactly, most of these missile boats people are flying now are loaded up with 6+ missile turrets... and they dont know how to chain fire them or split them into groups. 5 of those 6 missiles are being wasted every shot and arent doing any damage.
If you fire the missiles off one at a time with a little space inbetween them, or fire them in groups of 2 at a time, you'll be much more effective.
Also, if someone starts spamming cd's/cm's to mess with your missiles, just fire one missile at a time while moving away from them with engine kill or strafe - you'll take no damage from your own missiles, and you'll very quickly run the enemy out of disruptors and countermeasures. Once they're out they have no defense against your ship.
More than two missiles is both unsportsmanlike and ineffective, from what I'm reading here. More than that and the fighter will have no fun and just hate you, unless they have a small pack of them- in which case your missiles will pop against your own hull because of all the cruise disrupters flung at you. Against fighter swarms, it is actually more effective to only have two missiles, because then they are less likely to utilize CD spam to nullify them- use the rest of your spots for Solaris if you wish to kill fighters. That way, not only is it effective for your end, but even if the fighters lose, they'll still have gotten a fight as opposed to a very lame PvP, fun for neither side.
' Wrote:More than two missiles is both unsportsmanlike and ineffective, from what I'm reading here. More than that and the fighter will have no fun and just hate you, unless they have a small pack of them- in which case your missiles will pop against your own hull because of all the cruise disrupters flung at you. Against fighter swarms, it is actually more effective to only have two missiles, because then they are less likely to utilize CD spam to nullify them- use the rest of your spots for Solaris if you wish to kill fighters. That way, not only is it effective for your end, but even if the fighters lose, they'll still have gotten a fight as opposed to a very lame PvP, fun for neither side.
Sorry, I am a dumb blonde who spends too much time painting my nails in warp than anything else...but please forgive this question...
How do CDs cause your own missles to pop your own hull?...
If anyone would be kind enough to pos or PM me with any more usefull info that i have no clue about..I would be eternally greatfull.
A big CD explosion, like a Train will detonate stuff within its range. Like mines, torps, etc.
It will aslo cheese off friendly npc's and make them hate you and want to use you as a carpet.
' Wrote:Sorry, I am a dumb blonde who spends too much time painting my nails in warp than anything else...but please forgive this question...
How do CDs cause your own missles to pop your own hull?...
If anyone would be kind enough to pos or PM me with any more usefull info that i have no clue about..I would be eternally greatfull.
Basically, missiles have "1 hitpoint". If they take any damage from anything, they explode prematurely.
Cruise disruptors deal damage, and they deal damage in a wide area - 50 meters for normal CD's, and up to 400 meters for train cruise disruptors. All you have to do is fire a cruise disruptor at a missle, and the CD will blow up the missile before it ever reaches it's target. Cruise disruptors also travel at faster projectile speeds than missiles do.
What people are saying here is that, when a gunboat fires 4-6 missiles all at once, all you have to do is fire a single cruise disuptor and it will blow up all those missiles before they even get away from the firing gunboat. The explosion damage at that close range can also damage the gunboat itself - destroying it's turrets and equipment.
CD Spamming works too. A balenced ship has a pair of launchers for support. They really cripple you vs other caps if you have much more.
A fun trick is also useing them at a distance for fighting large ships because it throws off their targeting systems. I would only use one for this, otherwise it rips your energy down fast.
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' Wrote:Four might be pushing it- you only need two to be hell for fighters, anything more is decidedly unsportsmanlike. They almost never miss, they require no aiming skill, and they kill you in two hits. They also don't use ammo. Two is fine and will give the fighter a good fight- any more and they'll be running like hell, in a very sour mood and you won't get a good fight.
Remember, the person on the receiving end is a human wanting to enjoy himself too- don't be too mean.
That's a pretty extreme exaggeration if you're talking about GB missile turrets. Mine miss all the times, and it takes 2 to take out a starflier, 1 for the shield, 1 for the hull. Everything else takes more.