• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Welcome Help & Support
« Previous 1 … 142 143 144 145 146 … 496 Next »
cruiser loadout/weapongrps?

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
cruiser loadout/weapongrps?
Offline karl
08-27-2014, 02:38 PM,
#1
Member
Posts: 69
Threads: 7
Joined: Nov 2013

hello fellas.


i have no experiences with a cruiser, and im now looking for a good loadout and fitting weapongroups.
its about a zoner cruiser.

what weapons do you prefer at what slots? it have to be an allround cruiser to shoot npc snubs, and bigger playercrafts.

pls help

[Image: bier-1.jpg]
Reply  
Offline Mímir
08-27-2014, 04:33 PM, (This post was last modified: 08-27-2014, 04:35 PM by Mímir.)
#2
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

if you've got patience against caps (and know how to stay at the correct distance and not die), you can do 1 pulse, 2 cerbs and the rest solaris. use the pulse to soften up large targets at range while moving in, dodge and cerb it to death. you can also ditch the pulse if you feel like you are having enough success with the two cerbs alone. switch to solaris when shooting smaller stuff (sometimes you can land surprise hits with the cerbs against snubs).

otherwise all basics and 2 cerbs, that will bring a bs down fast, although make it more difficult to combat snubs. it also requires that you are somewhat focused on the energy the guns consume. the Zoner cruisers have relatively small cores, but make up for it with agility and small size.

keep in mind that these things depend on your personal preferences. Try different things out, go to conn and die 10+ times with different setups, and you'll know what suits you best, thats my advice. also the zoner cruisers (both of them) are really extremely good, it's all about patience and not getting hit, and they're good at that.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
Reply  
Offline Cashew
08-27-2014, 06:05 PM, (This post was last modified: 08-27-2014, 06:11 PM by Cashew.)
#3
Member
Posts: 1,140
Threads: 89
Joined: Nov 2013

2 cerbs, 2 pulses, 1 mortar and the rest primaries. You can easily hit snubs with primaries not much need for Solaris, that's my opinion anyway.

EDIT: You'll find just messing around with loadouts and switching things out will help you choose your favourite loadout.

[Image: 3YkXBHr.png]
Reply  
Offline karl
08-27-2014, 06:37 PM,
#4
Member
Posts: 69
Threads: 7
Joined: Nov 2013

whats about missiles? and yes, i know i have to try in conn Big Grin but the wepons are noct cheap.. loosing each time millions changing the loadout Smile


so you think more than one pulse is not reasonable?

[Image: bier-1.jpg]
Reply  
Offline Cashew
08-27-2014, 08:56 PM,
#5
Member
Posts: 1,140
Threads: 89
Joined: Nov 2013

One pulse should do the trick, two just makes it easier taking a shield down

[Image: 3YkXBHr.png]
Reply  
Offline Mímir
08-27-2014, 09:04 PM, (This post was last modified: 08-27-2014, 09:06 PM by Mímir.)
#6
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

both zoner cruisers only have 2 heavy slots, so you will have to prioritize. I'd go for cerbs.

Missiles are only really worth it in tandem, and again that only works out if your ID permits you to use a faction launcher, so that you can have 1 basic missile launcher and 1 Liberty missile launcer (as an example) - that way you can carry double ammo (yes, missiles are ammo based, and you'll soon find that that sucks terribly). They can also be flak'ed, shot down with CD's and decoyed with CM. They have a lot of weaknesses that are that much more apparent when you only use 1 launcher.

Mortars are also pretty terrible in most cases, unless you are fighting in a group where you can sneak in a shot unnoticed, fighting something really big (like turtle-sized) or fighting someone who has no clue what he is doing. If you have a third heavy slot, however, it can be a useful support weapon and you can use it as a finisher. On a zoner cruiser, I wouldn't.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
Reply  
Offline Luke.
08-27-2014, 09:07 PM,
#7
Server Administrator
Posts: 1,786
Threads: 89
Joined: Mar 2013

Jayce Wrote:2 Cerbs and the rest should be Primaries

[Image: 4a0e7968-2678-4a66-9449-352a2bb8d72f.png...fit=bounds]
Reply  
Offline karl
08-27-2014, 10:47 PM, (This post was last modified: 08-27-2014, 10:52 PM by karl.)
#8
Member
Posts: 69
Threads: 7
Joined: Nov 2013

mimir. you are my hero.. thx for the very good answers. i thought the same.. 2 cerebs 1 or 2 pulse, but what to do withj the other 3 slots? solaris are nice but 3 solaris? its kinda blindfishing.. cant hit a plyer bomber with 3 solaris Big Grin zonerturrets also.. hehe nothing better ? a supersecretideaworkout? ok cu all in conn. i will try hehe



edit have now 2 cerbs
and 2 pulse at the slots 1 and 2. 4 free slots now..

[Image: bier-1.jpg]
Reply  
Offline Mímir
08-27-2014, 11:15 PM,
#9
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

zoner turrets have a bit more range and same damage pr energy as basic turrets, i think (not entirely sure - you can compare them in game), so i'd probably just go with full zoner turrets and 2 cerbs. the cruisers are small enough to survive fairly close, if you practice. again, it's about finding out what suits you. have fun!

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
Reply  
Offline Tenacity
08-27-2014, 11:31 PM,
#10
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

Since when do capship missile launchers require ammo?

[Image: Tenacity.gif]
Reply  
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode