Currently my Bretonia Destroyer has the Following:
5 Tertiary Destroyer Turrets
2 Missile Turrets
2 Cerberus Turrets
Cruiser Graviton Shield
Cap 4 Armor
This doesn't seem to do the trick as I just got wasted by two Corsair Gunboats. Any Suggestions that could be within RP?
I aint no expert on loadouts but try adding a couple of Cruiser Infernos and mabye a light mortar? with a couple of missile turrets and the rest cerberus turrets.
(note: Only use the Inferno's and Light mortar against Gunboats and Capships )
"Time is too precious to be idle." - Saigo Watanabe "Death is something that is inevitable, Something you cannot run away from." - Katharina Hildegard
Now going under the gaming name: Seraxia www.twitter.com/Seraxia
2 corsair gunboats will destroy you, no matter what loadout you have - if you re all equally skilled. they have the advantage to take turns in taking shield damage and so effectivly "shield run" legally. - you have no chance to destroy them. ( if you all have equal skills as i have said - not that someone comes up and says its been done... i m sure someone has done it, but if the gunboats know how to fly as a team, the destroyer has no chance. it has less firepower, less shields ( when the gunboats take turns ) and is less agile - and larger )
right now - 2 gunboats can even destroy a battleship. - your only chance is to concentrate all your fire on one of the gunboats - making sure it dies as quickly as possible. that takes the advantage of retreating into relative safety and regening shields. the problem is - you both thrust at the same speed - and a gunboat can dodge your fire while the other gunboat will fire into your back.
that balance of power will change next update version though. - but right now... 2 gunboats setup for anti capital will have a much easier job killing you.
hell, with a basic loadout and no armour, a single gunboat can beat a destroyer, or near as damnit. ive met people who dislike non-OC destroyers using inferno cannons, but its usualy the only way you can convincingly defeat a gunboat without taking a bunch of hull damage, plus if you face another destroyer with inferno's, you are likely to be horribly defeated, Razors might be better RP, but they are quite useless (too slow, i think).
and, I personaly fin missiles are generaly completely useless, against gunboats of course they are naturaly useless, and if fighter/bomber's have any skill, it'll be useless against them also.
the infinate missiles on GBs+ do have a use for anti capship battles. Fire them and suddenly the enemies autoaim decideds that they are a priority target. It uses up a lot of energy though.
' Wrote:that balance of power will change next update version though. - but right now... 2 gunboats setup for anti capital will have a much easier job killing you.
Hence why I'm holding off on buying any sort of cap until 4.85 - don't want to buy a gunboat and find they've been nerfed to oblivion in favour of cruisers, or vice versa.
No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
I would drop the missile turrets and cerberus turrets. I've always found that on cruisers, I do better with full standard-style guns - the "special" weapons on most caps arent worth the energy they take to fire. Missile turrets in general do not work well on anything larger than a gunboat because you dont have the manuverability to face your target and fire missiles while at full thruster speed.
I flew a zoner destroyer for a long time, and tried a lot of different setups - infernos/razors, cerbs, light mortars, missiles, etc. I found that in pvp against the majority of ship types, I did much better with 9 order cruiser turrets than I did with any of the fancy weapons.
I think the only cruiser-class vessel that would be an exception to that is the kusari destroyer, which is about the same size as most gunboats and almost as manuverable. On that one I'd probably use a couple missile turrets, but the rest of my guns would still be standard turrets.