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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Cannonball vs Sidewinder missiles

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Cannonball vs Sidewinder missiles
Offline Fozzie
01-29-2009, 08:30 PM,
#1
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Posts: 87
Threads: 27
Joined: Jan 2009

Am I misreading something or are the class 9 cannonball missiles WAAAYYY more powerful than class 10 sidewinders?
I went with a pair cannonballs on my Viper and they rock.

Viper Mk2
4 nomad energy cannons
2 cannonball missiles
Sunslayer torpedo
Hvy Cm
Nuke mines
Lvl 8 armor
Seems to be a good ship and loadout , though I'm still still fairly useless against player chars ..heh.

Considering going with Solaris codies instead of nomad cannons, every time I'm in Rheinland they hassle me over the jelly guns.
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Offline swift
01-29-2009, 08:31 PM,
#2
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Thing is, that the Sidewinder is faster, more agile, and has better tracking.

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Offline Monk
01-29-2009, 08:33 PM,
#3
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Posts: 909
Threads: 48
Joined: Aug 2007

I tend to get a few more hits with sidewinders and they don't hurt as much when they blow up in my face. I've tried both, but never in doubles, and I like the sidewinders better for my style.
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Offline kikatsu
01-29-2009, 08:43 PM,
#4
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Posts: 2,199
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Joined: Jul 2008

cannonball missiles are more like torpedoes really, high damage, slow speed, crummy tracking
good for jousting and hitting larger ships like trains

the Sidewinders are a good all around weapon though, expect to get far more hits, also fantastic for firing at a retreating ship,

In one of my old LSF characters I managed to disable the weapons of a fleeing terrorist ship with my Sidewinder launcher

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Offline Spear
01-29-2009, 08:45 PM,
#5
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Posts: 876
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Joined: Sep 2007

Punch versus agility, land a cannonball and your golden, sidewinder is an easier hit, I prefer to mount both.

[Image: 545pxroyalcoatofarmsofs.th.png]

=LSF=
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Offline zeinstruktor
01-29-2009, 09:20 PM, (This post was last modified: 01-29-2009, 09:22 PM by zeinstruktor.)
#6
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Posts: 277
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Two cannonballs?

Only if your opponent can't dodge.

Against someone who can avoid missiles, you'll run out very quickly. I suggest one cannonball, fired at a moment your opponent isn't expecting it. Get 4 or 5 hits in and he's toast.

I've never needed a full 70 load of missiles, 35 do just fine.

EDIT: And why do you need SOLARISes? Horribly slow...

You're much better off mounting Buckshots.
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Offline pchwang
01-29-2009, 09:24 PM,
#7
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Posts: 2,463
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I'm more concerned about the RP of the vessel than its loadout...

What exactly is this ship going to be used for?

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Offline cmfalconer
01-29-2009, 09:51 PM,
#8
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If you mount two of the same, you go through your ammo twice as fast. Grab a Sidewinder as well, or a Paralyzer, and mount some buckshots (if you're BHG or maybe merc) and you're better off.

Or, if it's in your class9 slot, get a Firestalker as well. Nomad Cannon are Class10 I believe, but Firestalker is Class9 so will fit in your other slot.

But if you're mounting buckshots and not codies, pick up that Sidewinder. Bigger punch and less cost/missle. (never figured that one out).

.
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Offline Cyro
01-29-2009, 09:54 PM,
#9
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Posts: 292
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Joined: May 2008

' Wrote:Considering going with Solaris codies instead of nomad cannons, every time I'm in Rheinland they hassle me over the jelly guns.

Well, you can expect that, everyone is suspicious of nomad technology... You might be infested.

I wrote a really funny FL story, but it disappeared when the old forum went away. So, no lulz for you today.
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Offline Spear
01-29-2009, 10:00 PM,
#10
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Posts: 876
Threads: 6
Joined: Sep 2007

Theres really nothing wrong with missiles bar the Ammo cost, it costs more to
buy class 9 ammo than class 10. Sidewinders may have slightly less kablamo than cannonballs but are far superior in tracking, in this mod, missiles are best used when someone is jousting you or fleeing in a relativly straight direction, other than that and they are useless.

That's not to say that in the right hands a skilled missile user can hand you your own ass.

[Image: 545pxroyalcoatofarmsofs.th.png]

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