Yes, but Orca has an ineffective fwd gun, since it's not accurate, and brettonian GB can't really face you.. ever.
I mean, Bret GB can be outturned even with Barghest:)
But, if you had that kind of FWD gun on Kusari GB, you would be able to kill fighters no sweat.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
The 2000m range is neaded, other changes are cosmetic basicly (except Orca and Rheinland GB, firing arces)
Without the 2000m range, you are really useless against cap ships..... Unless, the cap ship is on the run, you work in a 3 gb team, chasing it down, hiting it hard......
I think forward cannons should use about the same amount of energy as regular guns + 1 cereb. They should also squeze out a little more damage, as hitting with a cereb is a lot easier than with a forward gun....
The refire rates are optional, and perhaps shouldn't be changed...
2000m!
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.
' Wrote:I finnd hitting fighters with Light Mortar as very easy compared with Supernova... the speed difference is huge.
I'm not against supernovas they have a purpose I just think it's a little crazy to claim hitting fighters with a forward gun is easy how could you possible keep a fighter in front of the Bretonian gunboat.
The guns as they are are only useful against caps and if a fighter trys to take on a Gunboat he will die very fast with or without a forward gun. I still can't see anyone regularly hitting a fighter with one though maybe once in a while if the pilots bad and trys to joust head on.
I would say the best thing is to fix the Rheinlands arc of fire to let it shoot like the Bretonian one it still only shoots directly in front as long as the damage is similar in power I can't see a problem. It makes it usable against caps but not much against anything else.
its a bit a question of a philosophy about gunboats. - for one... back before the scorpion... one would say that the house GBs are generally more advanced. - and to show such an advantage, - they featured an efficient foreward gun - a weapon that can easily rip a nomad gunboat ( NPC ) apart - and more efficient than two cerberus guns can do. - the gunboats energy replenishes extremely fast ( compared to any other capital ship - i think battleships need up to 3 minutes to fill their energy up, gunboats do it in 5 seconds )
now - if we think that a gunboat with a specialized gun is to be treated somewhat advanced - i agree that the gun should be improved as it is a marking, a characteristic of such a gunboat - and the gunboats give up a lot of "allround ability" for it ( except the liberty GB )
with that thought in mind, it is indeed strange that a gunboat like the corsairs or the scorpion can easily outdamage a house gunboat by using more turrets over a gun that defines the class.
but that thought would have applied only to the times when we "only" had the corsair gunboat that was a mini destroyer. - the corsairs might have been considered behind in weapontechnology - so it would have been logical to improve the house gunboats in order to keep their place on top of the gunboats. - now we have the scorpion - and since the common believe is that nomads / wilds are vastly superior... it would be strange to see a wild gunboat that is similar to a rather weaker gunboat compared to the house gunboats - namely the corsair GB.
furthermore the corsair GB / scorpion are called "capkillers" while the smaller GBs like the BHG gunship is rather a fighter / bomber killer.
right now - it is my believe that 8 guns were always too much for a gunboat. - 6 should have been the absolute maximum, but there we go - there is no way to turn it back. - so how can the weakest gunboat with a foreward gun ( kusari ) make up for it and get back to the top of the gunboat technology. improving the gun is a way - but this ship might easily become overpowered. - the corsair / scorpion have a ton of armour, but they are both not exactly hard to hit from even a juggernauts far distant camera turret view. - the kusari GB though is really quite small ( still a lot less dangerous than any bomber and less agile - safe the barghest )
lets think of what could happen - if the guns were improved to 2000 meters ( which i agree is a good plan ) - the gunboats could sit at a distance of 1.5k and fire away - while easily dodging the battleships guns at that distance. - since they need no other weaponry to fight off a capital ship, they can equip all missiles. - so ... even a fightercover will have trouble with 2 gunboats - and the battleship has no chance to get to them to improve its accuracy - cause the gunboats can ... due to thrusters ... always keep the distance. ( however - that is basicly what i think that feels "right" - i gotto admit - however, without heavy escort ( in that case a destroyer at least ) - the battleship wouldn t have a great chance )
so while the suggested changes are logical and i would say by all means plausible, i m a bit worried about how it affects the bigger ships like the BCs without thrusters and battleships. - a 1200ms projectile won t hurt a gunboat at maximum gun range much. - and in a team, if a gunboat looses its shields, it can fall back to replanish its shields while the other takes its place ( effectivly shieldrunning, but it doesn t count in a team )
Yup. My Lunchbox was armed with 2 infernos, 4 cerberus and 2 missiles, and I was able to kill any Outcast dessie in my way.
Fought a BS only once but I lost (I was never too good in gb's), though I ate all of his bots/bats.
So, yes, Cerbs + Infernos are the ultimate long range combination.
Also, Jinx, GB missiles are going to change in 4.85 as well, so you will not be able to spam 5 missiles like you can now.
And with that change, GB with forward gun and 4-5-6 gb missiles will be pretty much useless.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
' Wrote:Yup. My Lunchbox was armed with 2 infernos, 4 cerberus and 2 missiles, and I was able to kill any Outcast dessie in my way.
Fought a BS only once but I lost (I was never too good in gb's), though I ate all of his bots/bats.
Hah, why on earth would you mount 4 cerberus, you lose your power in an instant...
I only mount 1 cereb, today a blood dragon was baffled at my dodging skills at 1.8k he nearly called me a cheater, becouse I had all my botts and batts after the fight... (in wich he was planing on winning)
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.
The Orca fwd gun is accurate. From 0 to somewhat arround 60 degree downward. Problem is, most or all of us have the tendency to aim upward. Then you'll miss with the Orca fwd gun. Its a physiological phenomenon (:wacko:, related to dive and seeking cover with the head and body, when facing dangers) . For the Dragon fwd gun model i would like to have the Kusari one instead the basic gb turret model.
Also the vanilla fwd gun models have values in their ini files, which do limit their arcs. These values should be transferred for Orca, liberty, dragon and bretonian gb.
For the fwd gun matter itself. Just give it more range. Leave everything as it is.