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Cruise disrupters on large ships

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Cruise disrupters on large ships
Offline JacktheSmack
09-05-2006, 08:14 PM, (This post was last modified: 09-05-2006, 08:16 PM by JacktheSmack.)
#1
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I've tried several times cruise disrupting capitol ships people use on several different discovery freelancer mod servers, whether it be dreadnaughts or trains, and it seems to have no effect. I'm even within 400 units (whatever measurement is used) and it hits, but they still cruise away a second later. I ask people all the time and it says nothing ever happens.

I also notice a lot of missiles fly at me from AI ships as soon as I enter cruise, whether I am in a dreadnaught or a large train, but I don't get thrown out of cruise when they hit. Although if they come at me from the direct front it seems to do the job. Other players gave me the suggestion that targetting the engine with cruise disrupters while being directly in front of the enemy ship will work, but how am I supposed to do this in a gunboat or bigger?

[Image: signature_we.jpg]

[Image: jackthesmack.png]
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Offline Korrd
09-05-2006, 08:27 PM,
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Did you try try cruise disruptors?
They worked on my Spyglass.

[Image: 3cfefe54.jpg]

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Offline JacktheSmack
09-05-2006, 09:15 PM,
#3
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Korrd,Sep 5 2006, 12:27 PM Wrote:Did you try try cruise disruptors?
They worked on my Spyglass.
[snapback]34505[/snapback]

Yes, I am using Train Cruise Disrupters. Do those still suffer the same ill effects? What makes them different?

[Image: signature_we.jpg]

[Image: jackthesmack.png]
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Offline Virus
09-05-2006, 09:23 PM,
#4
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Heh. Train CD works for me. Large ships have had big problems with this always.

Its been somewhat fixed with the Train CD.

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Offline JacktheSmack
09-05-2006, 09:59 PM,
#5
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Virus,Sep 5 2006, 01:23 PM Wrote:Heh. Train CD works for me. Large ships have had big problems with this always.

Its been somewhat fixed with the Train CD.
[snapback]34520[/snapback]

Well, it's funny where I see people power up, and I shoot off 3 to 5 Train CD missiles at them and then they just boost off.

[Image: signature_we.jpg]

[Image: jackthesmack.png]
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Offline marauder
09-05-2006, 10:23 PM, (This post was last modified: 09-05-2006, 11:14 PM by marauder.)
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This is why I don't bother pirating, it's also why I'm in the phantoms.

Reason? simple:

Shoot first, then pick over the wreckage, assuming there is any, for the good stuff.

Pirating is pointless and a complete waste of time unless your going after the NPCs.

Mostly this is because, despite the fact that this is SUPPOSEDLY an RP server, hardly any traders actually want to RP, especially with a pirate.

So theres 2 choices, go get a xeno ID and shoot everyone on sight or give up.

Well there is a 3rd choice, turn trains and transports into flying junkpiles that even a half dead liberty rogue NPC can kill off.

But that'll never happen cos the traders will scream, rant and rave.

This is also why theres no pirate factions here, just a few freelance pirates.

Though they only ever seem to come outta the woodwork when the phantoms are beating the utter **** outta some lawful defenders.
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Offline Dab
09-05-2006, 11:09 PM,
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I'll RP as my trader, I do already. Like transporting Zoner commodities from Zoner bases for profit, carrying a Zoner ID. And a weak shield, just to keep off NPCs, which is close to the shield-less trains. I reality it was blown off by the Zone 21 mine field, due to a "lag incident" when I had just been leaving the jump hole. Granted, I'll run from ya, but if you manage to keep disrupting me and take my hull down to 1/2 (be careful, I got no armor, you might overdo it a bit..) I'll pay 50% of my run's profit. Now if you do it everytime I go through there, I might have to deviate that run a bit, losing me money.. So pick carefully, shave the sheeps hair off, don't skin it.

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Offline JacktheSmack
09-06-2006, 03:03 AM,
#8
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I think making cruise disrupters way more effective than they are now will fix the game so it's more challenging without a direct nerf to trading. In my opinion, I think cruise disrupters should have a 10 second effect instead of 3, and should work 100% of the time.

[Image: signature_we.jpg]

[Image: jackthesmack.png]
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Offline onca
09-06-2006, 03:34 AM, (This post was last modified: 09-06-2006, 03:34 AM by onca.)
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marauder,Sep 6 2006, 07:23 AM Wrote:But that'll never happen cos the traders will scream, rant and rave.<snip>
[snapback]34547[/snapback]
Harsh words there, buddy. I thought just about every player/faction runs at least one trader, otherwise how do you support that expensive habit of flying cap ships?

o.
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Offline marauder
09-06-2006, 10:21 AM, (This post was last modified: 09-06-2006, 10:21 AM by marauder.)
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All my characters support themselves with either trading or missions or stockpiling loot until theres enough to make a trip to the best selling location worthwhile.

Yes I do have a train, but it's mainly there for doing RP convoys.

How can you pirate a ship that cruises off and ignores everything you to say to it?

Yes those words are alittle harsh but at the time I'd spent the previous 3 days trying to pirate traders and they didn't even slow down, let alone hand over anything.
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