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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Offline Vasuv
01-06-2011, 08:30 AM,
#1
Member
Posts: 360
Threads: 52
Joined: May 2010

Good load out for the outcast destroyer
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Offline Govedo13
01-06-2011, 06:32 PM, (This post was last modified: 01-06-2011, 06:34 PM by Govedo13.)
#2
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Posts: 4,663
Threads: 97
Joined: Jul 2009

Depends against what.
I would go with one LM 8 Outcast turrets 2 missiles and Pulse against caps,M´mind that pulse could be substituted by your LM so you can also add razor if you have good aim or another Outcast turret
or 1 LM and 11 basics- works fine too.

If you want to shoot small ships then there are 2 options solaris and Outcast destroyer turrets.
In that case add one LM and rest turrets of your choose you can also add double missile if you have good aim with the solaries/secondaries and dont need 11 of them. When you use missles dont forget to sub-target the front of the enemy ship- exactly the point where he beams stuff, then they work perfect against shield too, dont get close to enemy battleships or cruisers if you would use anti-fighter set up, cruisers are good at 2- 3k range sniping with mortars and aiming missiles. Invest as much credits as you can in capital armour. Explore your guns hard points in order to have optimal 360 degrees range with the long artillery weapons, use weapons groups for the different weapons.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline .:Polarkreis:.
01-06-2011, 06:46 PM,
#3
Member
Posts: 218
Threads: 15
Joined: Nov 2010

Depends on what you want to fight, standard multipurpose loadout:

1-Basic Cruiser Missile Turret
2-Outcast Cruiser Turret
3-Light Mortar
4-Outcast Cruiser Turret
5-Outcast Cruiser Turret
6-Cruiser Pulse Turret
7-Cruiser Pulse Turret
8-Outcast Destroyer Turret
9-Outcast Destroyer Turret
10-Outcast Cruiser Turret
11-Outcast Destroyer Turret
12-Outcast Destroyer Turret

[Image: EmpiredesTenebressiggy06.jpg]
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Offline Akura
01-06-2011, 06:55 PM,
#4
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

Outcast Destroyer Turrets are terrible, really shouldn't use those...

http://discoveryfl.com/wiki/index.php?ti..._9_Turrets


Compare the Kusari Dessie and Primary Turrets, then compare the Outcast Dessie and Primary Turrets.

OC Dessie Turrets use a stupidly high amount of energy per shot.
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Offline Govedo13
01-06-2011, 07:04 PM,
#5
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

Noted Indeed I have tested the KNF dessie with secondaries and they were more then fine. I didnt know that the oc dessie turrets are so bad but indeed they are.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Diabolicus
01-06-2011, 07:45 PM,
#6
Member
Posts: 351
Threads: 23
Joined: Sep 2010

' Wrote:A mortar, two pulses, rest solaris.

FACT: This works for every Destroyer, Cruiser, Battlecruiser, and Battleships variants.

[Image: 88-3.png]
Proud member of the ''Gank as a valid tactic'' group.
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Offline Lunaphase
01-06-2011, 08:31 PM,
#7
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

Not for larger warships.

[Image: lunasig2.png]
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Offline jxie93
01-06-2011, 08:56 PM,
#8
Member
Posts: 3,740
Threads: 80
Joined: Sep 2009

There're no good loadouts, only specialised ones for each different situation.

A Light Mortar is essential, as well as pulse cannons - give or take 3 of them. The rest is up to you, depending on what enemies you want to fight.

[Image: jxie93.gif]
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Offline AeternusDoleo
01-07-2011, 12:07 PM,
#9
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Pulse cannons are about as effective at shield breaking as light mortars, so if it's purely for damaging shields, you're better off with dual light mortars if your core can support it - and use another turret slot as primary. Cruisers are mostly effective in anti-gunboat role, and long range bombing of bigger capital ships (which they can outrun with their thruster, and outrange with the missile launcher). A rear-firing missile turret can be a good attrition strategy weapon.

I'd not use pulse turrets at all on capital (>gunboat) vessels, given their current stats.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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