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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Reccomended Resheph Weapons?

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Reccomended Resheph Weapons?
Offline Robert.Fitzgerald
08-18-2009, 06:42 AM,
#21
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You can fight bigger cruisers in rear-view, maintaining a large distance from the opposing cruiser. If you get close, expect to be hurt by its larger firepower.

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Offline kikatsu
08-19-2009, 04:22 PM,
#22
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Another question

I think someone mentioned Solaris turrets earlier. Now right now, I have the normal Order primaries on the ship, they do decent damage. But seeing as this is a recon ship, and likely to operate without backup most of the time, would mounting Solaris guns be a good idea for work against fighters? The Order turrets sometimes have trouble hitting/tracking faster ships. The problem with this is that I picture the Solaris guns not really working well against cruisers, limiting my anti-shipping weapons to Pulse guns and the mortar/missile. Solaris guns should work on gunboats, but I am still unsure.

Thoughts on them?
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Offline Montezuma/Kukulcan
08-19-2009, 04:31 PM, (This post was last modified: 08-19-2009, 04:37 PM by Montezuma/Kukulcan.)
#23
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' Wrote:You can fight bigger cruisers in rear-view, maintaining a large distance from the opposing cruiser. If you get close, expect to be hurt by its larger firepower.

If you are in a BHG dessie, this can kill an OLC if used right, however, im not sure if the rasheph firing arcs allow all or most of its turrets to fire backwards.

Correct me if im wrong, but the last time i saw one, it looked like a few of them were obscured by the myriad of antennae.



Edit: @kikatsu: solaris turrets the most useless turrets you can have, i tried putting 4 on my praefect, they did so little dammage to bombers and fighters that i found it was actually better just to use primary turrets, which if you can use well, will hit enough times to do more dammage than solaris. Also, on a light cruiser, where it matters what turrets you use because you have a very limited number (in this case 8), you dont want to waste 6 turrets on solaris (the number i think it would take to make them effective). Doing that would almost cripple you against other caps.

Baisically, solaris guns are so weak, and do so little dammage that they would find it impossible to take down a BHG GS with less than 10 of them.

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Offline Sprolf
08-19-2009, 05:01 PM,
#24
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And, Montezuma, you forget their extremely limited range.


Solarises are useless.
Primaries cause a lot more damage and take a tiny bit of skill to be able to hit fighters with. And they're useful against other caps in large numbers, which one should always have. Nice, general purpose weapon.

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Offline ruihu908
08-28-2009, 01:05 AM,
#25
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Hehe, I've just bought one, I'm thinking of the 1 Battle Razor, 1 Missile, and 6 Basic Cruiser Turrets

Any suggestions?
I wonder if the Basic ones are good enough?

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Offline n00bl3t
08-28-2009, 03:54 AM,
#26
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' Wrote:I dont have an opinion, I dont fly caps

+1?

' Wrote:Hehe, I've just bought one, I'm thinking of the 1 Battle Razor, 1 Missile, and 6 Basic Cruiser Turrets

Any suggestions?
I wonder if the Basic ones are good enough?

If you can hit fighters with the Razor go for it. I would recommend an LM instead, but eh.

Get Order Cruiser Turrets, instead of basics.

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Offline ruihu908
08-28-2009, 02:13 PM,
#27
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' Wrote:+1?
If you can hit fighters with the Razor go for it. I would recommend an LM instead, but eh.

Get Order Cruiser Turrets, instead of basics.

I guess 1 Razor vs 1 LM... I would go with a Light Mortar,

Well, the story is this, Since I brought the ship yesterday, I didnt know I have to get TOP rep with the Guard to buy their class 9 stuff... :( So I had to ask a Zoner Friend to bring a few to me, And they were 2 Cerbs and 6 Zoner Turrets, I'll have to work ma way up the Corsair Guard rep to the top first:)so I can get those LM :crazy:

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Offline n1kodemus
08-28-2009, 02:19 PM,
#28
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' Wrote:I don't want to get into any battles with the Muninn at all

' Wrote:it's a science ship and not a war ship

Either use no weapons at all, or something very simple. (If necessary).
For example; 8 Cerberus/Order MK I/Order MK II/Solaris turrets.
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Offline NonSequitor
08-28-2009, 04:28 PM,
#29
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Your current loadout is fine.

Missiles are useful if: a) the target's shields are down b) you're not fighting in a nebulaeous enviroment / asteroid field and c) your target has no cms.

Cruiser Solaris turrets are a waste of a hardpoint. Get use to the fact that in most situations bombers will kill you dead.

Cruise pulse cannons are kind of underpowered. So much so that the LM is better at bringing down shields.

Razors are ok, but since you only have 8 hardpoints, you'll have to figure out if it is worth using the Razor in lieu of an Order cruiser turret.

LM is nice because it's has a good energy usage / damage ratio. And you can snipe with it from a long distance.
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Offline Tenacity
08-28-2009, 04:46 PM,
#30
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' Wrote:I guess 1 Razor vs 1 LM... I would go with a Light Mortar,

Well, the story is this, Since I brought the ship yesterday, I didnt know I have to get TOP rep with the Guard to buy their class 9 stuff... :( So I had to ask a Zoner Friend to bring a few to me, And they were 2 Cerbs and 6 Zoner Turrets, I'll have to work ma way up the Corsair Guard rep to the top first:)so I can get those LM :crazy:

Never buy a capship before you have full guard rep. I can tell just by your statement that you're not using an Order Guard ID, which means you're breaking ID rules by flying a cruiser class vessel with a normal ID.


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