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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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turret/gun combo's? and high refire guns

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turret/gun combo's? and high refire guns
Offline joojoo1975
11-18-2008, 01:57 PM,
#1
Member
Posts: 191
Threads: 29
Joined: Nov 2008

Greets Pilots

Some threads ago i was askin about some turret/gun combo's and it didn't quite pann out

I been wonderin if anybody has done a thread that would give u a list of some good gun/turret combos. I'm also wonderin what's up with the high refire rate guns, is it just me or are they underpowered? I mean the goddess chaingun and turret combo(a lvl 10 gun/lvl 5 turret combo) would work great but they don't match up to the other gun dmg at thier respective lvl's, imho the goddesgun shoule be a lvl 7 gun and the turret a 4. And the transport turret guns don't match up with any other gun combo's(except mayby the stemguns from the marsflier). Currently i'm using the buckshot turret(lvl5) and the Reaver mk III(lvl 9) they differ about 50 on the gunspeed, but they do Tremendous dmg as a combo, and i could had used the buckshot gun, but the reaver mk III does more dmg.

To Protect The Helpless From The Heartless
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Offline Emon
11-18-2008, 02:29 PM,
#2
Member
Posts: 62
Threads: 3
Joined: Mar 2008

The Purple Goddess gun has a low damage, but insanely high refire.

Given 90 hull damage and a refire of 16.67, the Purple Goddess will do 1500 hull damage in a second. Compare that to a Solaris which does 1980 hull damage in a second and its not all that bad. The damage is still lower, but its comparable to a Class 8/9 weapon. Im assuming that the damage is lowered simply because the refire rate is so high that youll score hits more often.

Weapon speeds are another issue, but the game would be horribly dull if every projectile had the same speed. Sometimes you just have to use weapon groups, and fire selectively. (An example being Debilitator speeds compared with just about anything except buckshots)
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Offline Zapp
11-18-2008, 04:37 PM,
#3
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Posts: 4,977
Threads: 267
Joined: Sep 2007

Who says gun speeds have to match? I have the following setup (on a Guardian), and people have laughed at it. They then proceeded to die.

2 Debilitators - 750p/s (an Imp and Adv, plus the Adv turret)
3 Codes - 600 p/s (Archangel, Jade, Lazurite)

I call that the "Looper" setup, and have it on three ships. It works wonders, and I have two groups - all guns and codes only, for acurate hull busting.

[Image: u8rHEaq.png]
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Offline Derkylos
11-18-2008, 04:51 PM, (This post was last modified: 11-18-2008, 04:51 PM by Derkylos.)
#4
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Posts: 1,410
Threads: 48
Joined: Sep 2008

Well, I did find the chainguns to be underpowered, but that might be due to my lack of skill when it comes to hitting things. On the other hand, you can buy them with a neutral/low rep to anyone, whereas most (if not all) other top class guns require green rep with the owning faction.

As for projectile speeds, the shield hitbox is substantially bigger than the hull hitbox, so, as Zapp pointed out, mounting different speed guns as shieldbusters should, theoretically, have very little impact, just make sure you're not using the shield busters when they have no shields.

Projectile speed will also be dependant on your style-in a joust, projectile speed matters not, as the target is straight ahead, meaning no lead is required.
As for the transport turrets/guns matching, only the armored transport can mount both, so there is no need for them to synch with anything.

Anyway, just mount appropriate faction guns and have done with it...who cares if you win/lose in PvP? That's not the primary aspect of the game, anyway.

[Image: 2ecf33o.png]
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