• 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 Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 343 344 345 346 347 … 778 Next »
Need advice about loadout...

Server Time (24h)

Players Online

Active Events - Scoreboard
Task Force Akhetaten - 0 / 10,000
Crayter Battlegroup - 0 / 10,000
Gaian Escort - 0 / 10,000
Atum's Battlegroup - 0 / 10,000
Wendigo Seekers - 0 / 10,000
Wendigo Interdictors - 0 / 10,000
Wild Hunters - 0 / 10,000
Wild Interceptors - 0 / 10,000

Latest activity

Need advice about loadout...
Offline Stefz
03-23-2011, 01:33 PM,
#1
Purple-eyed
Posts: 2,002
Threads: 121
Joined: Mar 2011

Hello! I just bought Outcast battleship "Sarissa". I want to see whats in your opinions.

[Image: LYB774k.jpg]
Reply  
Offline Soul Reaper
03-23-2011, 01:34 PM, (This post was last modified: 03-23-2011, 01:36 PM by Soul Reaper.)
#2
Banned
Posts: 1,502
Threads: 108
Joined: Jan 2009

Go to Tau-23 alone, and shout ''CR sucks'' in system chat.

They'll help you.

On-topic:I have no idea

User was banned for: http://discoverygc.com/forums/showthread.php?tid=114477
Time left: (Permanent)
Reply  
Offline kun
03-23-2011, 02:01 PM,
#3
Member
Posts: 397
Threads: 40
Joined: Jan 2011

Greets,

first of all congrats to your new ship, At least there are still players who want to fly BS.
I personally never had a sarissa so just let me check the wiki first...


k its not the heaviest battleship around but the 8 mio power core is good enough.
So i personally would suggest you go for full anti-cap.
means heavy mortar or (my favorite) triple mortar.
maybe one or two missiles. pretty good vs gunnies.
and rest primaries and cerberus (you need to find the right amount for you regarding energy/damage)

[Image: DewNO0N.png]
  Reply  
Offline A1t
03-23-2011, 03:34 PM,
#4
Member
Posts: 297
Threads: 22
Joined: Jan 2011

1xmortar
1xmissile
13x basicnbs turret 1

tech chart
  Reply  
Offline AeternusDoleo
03-23-2011, 03:39 PM,
#5
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Of the two supercapital ships the Outcasts have, the Sarissa boasts a better arc on most turrets. It's also a bit lighter then the Ranseur, so it maneuvers a bit better (but you'll still not outmaneuver a Zephyr or Osiris). It's a medium battleship... I'd put 2 Battlerazors on there, set up for chainfire instakilling snubs that stray too close. Lot more satisfying to do that then to have a boatload of Solaris turrets, and a BR pair will also make most gunboats scratch behind their ears. Make sure you position them near the nose of your ship, preferably with forward and side arcs.

You'll want a mortar. Heavy or standard, your pick... I personally prefer a pair of standard ones, both front and aft firing.
Battleship missiles... I made that misstake once. Big friendly fire hazard, their usefulness is rather limited. One at most as an auxiliary weapon you'll rarely use (it's good for shooing people away from a basecamping situation, by aiming for the hostile base).
Battleship pulse... Mortars are just as effective at shieldbreaking. If you're considering a BS pulse, just use a pair of mortars instead of one and chainfire those.

Outcast primary turrets do good damage in comparison to most other battleship guns, but are slightly lacking on energy efficiency, which will hamper your efforts in a sustained slog. Crazy as it may sound, Lanehacker or Zoner battleship turrets will be a better choice for this ship, with generic Battleship Primaries being a close second. Battleship to battleship slogs generally end up draining your core - squeezing more damage per energy unit out of your guns is key to winning those fights.

Some final tips: While it's tempting to open up with a mortar barrage and mortar your enemy again as soon as you can refire them, this isn't generally the best battleship tactic, especially if your primaries can drain more energy then your core produces. Spare energy for your primaries and you'll do more damage in the long run.
I'd equip primaries on all slots not yet occupied. If you favor razors to do gunboat defense, have at least 2 cover every angle.

Hope this helps:)

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.
Reply  
Offline Aphil
03-23-2011, 03:54 PM,
#6
Member
Posts: 1,531
Threads: 100
Joined: Jan 2010

If you want, Cerberus's usually do the same damage and take up roughly the same energy as multiple Basics. So you can put other things in the slots, and put Cerberus's on what's left so that you can still do serious damage. Though, be aware Cerberus's are COMPLETELY useless against Snubs and even Gunboats, due to their poor projectile speed. Still though, if you're using Cerbs that means you have other things in the other slots to compensate.

| Sirius Coalition | Information Centre  | Recruitment Centre | Visa Application | Communication Centre |
Reply  
Offline AeternusDoleo
03-23-2011, 04:14 PM,
#7
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Cerberus style guns take up roughly 50% more to produce the same amount of damage. They do have a higher energy per second use and higher damage per second effect, but in terms of energy efficiency, Cerberussies are hopeless. The only way I see them as effective is to fully load out your battleship with one, shoot your core dry in a short barrage, cruise off, recharge, repeat. But kiting with a battleship tends to not work well due to the long cruise charge times.
They do make good primaries if you want to use a mixed loadout with partial primaries, partial point defense.

Outcast standard turret: 0,35 damage per energy unit
Standard BS turret type 1: 0.38 damage per energy unit
Zoner turret: 0.39 damage per energy unit
Lanehacker turret: 0.40 damage per energy unit
Cerberus turret: 0,28 damage per energy unit

For comparison:
Mortar: 0,149 damage per energy unit
HeavyMortar: 0,146 damage per energy unit
Battlerazor: 0,056 damage per energy unit
Battleship Pulse: 0,082 energy damage per energy unit

While these differences seem small, multiplied over the course of an entire battle, this efficiency difference will add up. Especially if you end up in a hard slog where you don't have time to recharge your energy core.

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.
Reply  
Offline jxie93
03-23-2011, 06:38 PM,
#8
Member
Posts: 3,740
Threads: 80
Joined: Sep 2009

Capship weapons are somewhat balance fails, primary turrets will always out DPS the so called "heavy artillerty" by a factor of at least 3. For the same amount of energy, you'll also produce more damage output from rapid firing energy turrets.

Since the Outcast battleship is massive, your best best is to go head to head with most things. Use 2 or 3 mortars, 3/4 pulse cannons or a single heavy mortar to initiate at range, then hold down your right mouse button with primary turrets and pray the enemy will go down before you do.

Oh, Solaris turrets are hopeless with a ship this size also.

[Image: jxie93.gif]
*Signature Walkthrough* | *deviantART Gallery* | *Graphics Repository*
  Reply  
Camtheman
03-23-2011, 06:44 PM,
#9
Unregistered
 

Quote:3/4 pulse cannons or a single heavy mortar to initiate at range

Pulse cannons and Heavy mortars aren't good.

Pulse cannons are in a similar situation to Cerbs. They do not do enough shield damage to match their huge use of energy, you're better off putting primaries in those spaces.

Heavy Mortars, beh its preference but you're probably better off with 2 regular mortars.
Reply  


  • 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