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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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How to equip a cruiser

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How to equip a cruiser
Offline Galacius
08-30-2009, 03:03 PM,
#1
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Posts: 198
Threads: 13
Joined: Jul 2009

So I have been hankering for a battleship, about halfway there and hit a point where I said to myself "I cannot literally take trading one bit more I hate this so much". And I did, tried to sell my cruiser to make money for the bs but that didnt work either.

So I ask you, can any of you give me lessons on how to fly a heavy cruiser, as well as loadout? I have had some fun in the ship, why I figured I would have more of a blast in a bs, but I really need to know how to work it since its my last thing I am going to try on this game.
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Offline cobraSting
08-30-2009, 03:38 PM,
#2
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Posts: 433
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Joined: Jun 2009

How many turret mounts on the cruiser? I can help with loadout and also, what do you want to counter? caps? fighters? both?
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Offline Montezuma/Kukulcan
08-30-2009, 03:46 PM, (This post was last modified: 08-30-2009, 03:47 PM by Montezuma/Kukulcan.)
#3
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There is a lot of things to consider when equipping a cruiser (or any cap for that matter):

How many turrets does it have?
How many turrets can it fire foreward and backwards?
Does it have a large profile in any specific angle?
What is the stats on its powercore and armour?
How well does it turn?
What faction is it a part of?
Related to the above; What turrets does it have access to from that faction?
Does it have a high or low strafe speed?
What are going to be your main opponents?
Are you going to be working alone or as part of a group?


Usually you take questions like those into consideration when equipping a cruiser. Also, test it out on open SP a lot to get the measure of its powerplant and turning (even if you've flown a cruiser before, if it was a light cruiser/destroyer, you will be in uncharted water with a heavy cruiser).

As for tactics, again, it depends on the ship (mostly on turning and the size of it, e.g if it is easy to hit from a particular direction, or difficult from another).

[Image: montezuma1.png]
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Offline Galacius
08-30-2009, 03:49 PM,
#4
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Posts: 198
Threads: 13
Joined: Jul 2009

' Wrote:There is a lot of things to consider when equipping a cruiser (or any cap for that matter):

How many turrets does it have?
How many turrets can it fire foreward and backwards?
Does it have a large profile in any specific angle?
What is the stats on its powercore and armour?
How well does it turn?
What faction is it a part of?
Related to the above; What turrets does it have access to from that faction?
Does it have a high or low strafe speed?
Usually you take questions like those into consideration when equipping a cruiser. Also, test it out on open SP a lot to get the measure of its powerplant and turning (even if you've flown a cruiser before, if it was a light cruiser/destroyer, you will be in uncharted water with a heavy cruiser).

As for tactics, again, it depends on the ship (mostly on turning and the size of it, e.g if it is easy to hit from a particular direction, or difficult from another).

Vidar http://discoveryfl.com/wiki/index.php?title=Vidar
Junkers (dont worry I fully did the rp to get it with the hessians and the junkers) So basic stuff with rping for zoner/outcast stuff
Its pretty sizable, but its more of a pancake shape so wide and long but flat.

edit

I forgot to mention its the first cap ship I have ever flown so I have no way to compare turning speed or strafe speed.
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Offline Montezuma/Kukulcan
08-30-2009, 04:00 PM,
#5
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Posts: 1,691
Threads: 43
Joined: Mar 2009

Well, if you want to get some combat practice, i'll gladly help you with that in game if you like.

As for a loadout, it all depends on who you are to be facing (capitals or bombers/fighters?), it is also easier to judge when seen in game, but as for now, id go with a general loadout, until you get the hang of it, or find out who your main targets are. Something along the lines of 1 mortar, 2 pulses and the rest primaries does well.

[Image: montezuma1.png]
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Offline Galacius
08-30-2009, 04:02 PM,
#6
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Posts: 198
Threads: 13
Joined: Jul 2009

' Wrote:Well, if you want to get some combat practice, i'll gladly help you with that in game if you like.

As for a loadout, it all depends on who you are to be facing (capitals or bombers/fighters?), it is also easier to judge when seen in game, but as for now, id go with a general loadout, until you get the hang of it, or find out who your main targets are. Something along the lines of 1 mortar, 2 pulses and the rest primaries does well.

Alright what character will you want to meet on?

Right now I have 6 primary, 3 pulse, 1 mortar and 2 razor
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Offline Montezuma/Kukulcan
08-30-2009, 04:05 PM,
#7
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Posts: 1,691
Threads: 43
Joined: Mar 2009

Im currently on Montezuma (my praefect cruiser), so if you want some practice, im up for it.

The loadout you have seems quite draining on power, but ive seen more insane loads work wonders on caps.

[Image: montezuma1.png]
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Offline cobraSting
08-30-2009, 04:35 PM,
#8
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Posts: 433
Threads: 47
Joined: Jun 2009

Get some missiles or solaris

Primary don't so much against fighters/bombers due to slow proj speed
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Offline ruihu908
08-30-2009, 04:47 PM,
#9
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Posts: 391
Threads: 25
Joined: Jun 2009

How come I've heard that the Solaris is useless:)?
OK, Missiles, please no, they can't hit anything at all if the Bomber/VHF is moving, you can easily dodge a missile in a Lighter GB. O.O

I found basic/faction turrets hits GBs hard in tha Face:D

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Offline Malexa
08-30-2009, 04:50 PM,
#10
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Posts: 1,275
Threads: 186
Joined: Oct 2008

At first, install a crew on the ship, think of a few names. Captain, first officer, navigator and so on.
If you've done that already, you are already pretty advanced regarding your loadout.


I tend to use Criser defense turrets. Same goes for the Battleship loadout, but thats not the point here.

Also I have to add its a Rheinland Cruiser.


Using 1 Cruiser Missile, 1 Light Mortar and the rest only Turrets, adds you a good anti capital equipment.

You are not only relied on mortar or pulse hits (which can be dodged or missed) and you can still deal good damage.
using 1 mortar or Missile, already drains half your power, so Cruisers with lots of "really heavy guns" are not so usefull as Cruisers with normal guns.

You have one big boom at the beginning, but then nothing wont come out of your guns for a while.
Screw your boom up and miss and you can forget the rest of the battle.

At least this is my experience.


1 LM, 1 C-Missile, X Defensive turrets. Place the mortar and the missile somewhere, where you have a good fireangle forward. The LM should also cover backwards.

My opinion under many.

Yours Malexa

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