After all the fuss we had before about this, I thought people would have stopped doing it.
I know that its within the rules and I know that its within RP, but spare a thought for the poor xenos please.
here is one example I cam across today
and here is what it does with a very short space of time to a NON vanilla ship... just check my weapons...
This is massively unfair in my eyes. I didn't put the name of the character I screenied in this as I don't want to see another a forum lynching on this guy, but I do just want to bring it to people's attention again that this loadout is epicly unbalenced against fighters. It is designed purely for pvp reasons and I'm a bit unhappy about what happened with it.
I honestly dont see why anyone would load up almost full missiles, it destroys your ability to function against larger ships, even transports.
My main character flies a Kusari gunboat. My loadout is:
2x kusari gunboat missile turrets
2x solaris gunboat turrets
1x kusari gunboat forward gun
The fifth turret slot is empty because it's rear-fire only, and thus essentially useless.
I went up against a blood dragon yesterday who was flying a red catamaran bomber. It took me close to half an hour to beat him, and for a majority of the fight I was fully convinced that I wouldnt beat him. 9 out of 10 missile salvos went right through his ship like he wasnt even there, and the few that did hit almost always landed right after his shields recharged - so I did no component damage. His ship was manuverable enough to avoid my solaris fire as well.
After almost 30 minutes, I managed to keep his shields down with a few solaris shots and knocked out all of his equipment with a dozen or so missile rounds, and only then did he finally stop dodging and let me kill him. I think the fight would have lasted indefinitely if he continued to dodge.
My point is, I really dont think missiles are overpowered, at least when I've only got two equipped. He was not using cruise disruptors to destroy my missiles, and was not using countermeasures either - all he had to do was dodge and he could avoid the missiles entirely, which rendered my ship pretty much useless.
I dont know if it's a problem with the particular ship he was flying, but I know most VHF's and all light fighters can turn just as fast as the redcat, and would be able to avoid the missiles just as he was doing.
While the frustration is understandable, there's not really anything that can be done, other than getting Prospector (he's the only Xeno with a GB right?) to blow him up, or dropping 3 or 4 bombers at a time on his tail.
You can't stop this from happening, however unfair it may feel, and this thread will just get peoples hackles up again.
This is obviously in response to the unlawfuls completely unfair spammage of fighters and bombers. Faced with the dilemma of how to effectively combat this problem (most notably the HF's ability to chew an entire fleet of caps up and spit them out using nothing but 2 Sabres and a bomber or two, or the XA's policy of every member having a bomber), instead of turning to fighters of their own, they decided to adopt anti-fighter loadouts. The result? The HF has two battleships in NY, and could get a third. Obviously its a problem of escalating firepower (I come in a Sabre, I'm met by a cruiser and 2 gunboats, then an HF Spyglass comes out of nowhere), and should be adressed at its core: we (the unlawfuls) are mostly fighter or bomber jocks. If the indy caps (and faction caps too!) would get into a Guardian or what have you, this might just end. Come on, Liberty has the most ships to chose from of any house (4 - 4! - VHFs).
I hope you enjoyed the bit of satire at the beginning, sorry it turned into a semi-off-topic rant...
I personally have no problem with it. It's up to the person flying it what to put on their ship. Sure, it makes you pretty ineffective against big things, but you become great against smaller ships. I myself have a Kusari explorer with four missile turrets and three guns, and was contemplating adding another missile turret because, although I don't intend to go around fighting people, I also don't intend to ever fight any large ships with it, ever. If I encounter anything bigger than a bomber, I'm running. The whole point of that loadout for me is to stop fighters/bombers from taking out my ship. Anything bigger and I'd be running from it anyways, as the Kusari Explorer isn't a very good gunboat. It's big, easy to hit, and not very maneuverable.
' Wrote:The fifth turret slot is empty because it's rear-fire only, and thus essentially useless.
Put another missile turret on it. You might be able to get it to track fighters if you know what you're doing.
EDIT: I think I should note that one of the Explorer's turrets (a missile turret, for me), has an arc that prevents it firing straight forwards, so I often have to aim a bit to the side to get it to work.
not unfair - its specialized, but then - we had all that already. if a fighter engages such a vessel, he is to blame himself ( or a bomber )
good roleplay is not when a bomber goes after a gunboat or to abstain form warships all the way. - if such a vessel threatened an area, its good RP to get into a gunboat yourself with a few anti cap turrets and blow him away. - i really really, don t see what makes you upset about it. - this ship is nothing against even a kusari gunboat with its 4 front turrets + gun.
all missile turrets is about as good / bad as all cerberus turrets - actually its worse - for the gunboat captain, cause cergerus turrets are more allround. missiles are simply anti fighter..
now that is what you get when the majority thinks that fighters = more acceptable. - to fight fighters, people mount whats effective against them.... which is a valid point.
i know a figher has little chance against it... but then, i seem to be the minority that thinks that warships aren t bad in terms of RP... so i would simply deploy a warship against it.
Stoat... that stuff is tasty as well.. Furst ferret FTW.
But yeh it did annoy me, and yes Zapp I did like your satire.
' Wrote:i know a figher has little chance against it... but then, i seem to be the minority that thinks that warships aren t bad in terms of RP... so i would simply deploy a warship against it.
Erm Jinx... We are Xenos, we -can't- fly any caps. how are we supposed to do that? That kind of ship instantly makes any operation we do with less than two bomber end very very quickly.
Quote:Put another missile turret on it. You might be able to get it to track fighters if you know what you're doing.
I tried that when I first got the ship, but the only time you can ever launch a missile from it without using turret or rear view mode is when you're in a hard turn to the left or right, and that doesnt seem to happen often when i'm fighting.
' Wrote:I tried that when I first got the ship, but the only time you can ever launch a missile from it without using turret or rear view mode is when you're in a hard turn to the left or right, and that doesnt seem to happen often when i'm fighting.
You can still fire it when you aren't in rear-view or turret mode. Press the apostrophe key, or just press the "Fire missiles" button, and it'll shoot, no matter where it's facing. I'd at least put one there, just in case something unlikely happens, and you actually manage to shoot off a missile at someone.
Quote:You can still fire it when you aren't in rear-view or turret mode. Press the apostrophe key, or just press the "Fire missiles" button, and it'll shoot, no matter where it's facing. I'd at least put one there, just in case something unlikely happens, and you actually manage to shoot off a missile at someone.
It does that on some gunboats, like the kusari explorer - it's rear-only turrets can fire forwards when you're using missiles on those hardpoints. The kusari gunboat doesnt have that advantage though.