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  Discovery Gaming Community Rules & Requests Rules
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Missile Turrets

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Missile Turrets
Offline MrCynical
06-09-2008, 05:47 PM,
#1
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From reading isolated threads here I've got the impression that gunboat missile turrets are somewhat frowned upon here. The problem I have is that a lot of threads are from before I started playing Disco, and also from before version 4.84 when presumably the capabilities of the turrets were changed. What exactly is the position on these things - are they too damaging or something? Would having a few (e.g. four or so) of them be acceptable?

No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
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Offline sovereign
06-09-2008, 05:51 PM,
#2
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Four might be pushing it- you only need two to be hell for fighters, anything more is decidedly unsportsmanlike. They almost never miss, they require no aiming skill, and they kill you in two hits. They also don't use ammo. Two is fine and will give the fighter a good fight- any more and they'll be running like hell, in a very sour mood and you won't get a good fight.

Remember, the person on the receiving end is a human wanting to enjoy himself too- don't be too mean.

[Image: SCRAgenderheuristics.png]
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Offline Tenacity
06-09-2008, 05:54 PM,
#3
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' Wrote:Four might be pushing it- you only need two to be hell for fighters, anything more is decidedly unsportsmanlike. They almost never miss, they require no aiming skill, and they kill you in two hits. They also don't use ammo. Two is fine and will give the fighter a good fight- any more and they'll be running like hell, in a very sour mood and you won't get a good fight.

Remember, the person on the receiving end is a human wanting to enjoy himself too- don't be too mean.

alright, i'm loading up my cruiser with 9 missile turrets now :P

[Image: Tenacity.gif]
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Offline MrCynical
06-09-2008, 05:57 PM,
#4
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Posts: 301
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OK, thought it might be something like that. Having never used the things before I wasn't sure how many was too many, and I didn't want to "learn by doing" for the very reasons you've outlined. Cheers:)

No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
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Offline sovereign
06-09-2008, 06:04 PM,
#5
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' Wrote:alright, i'm loading up my cruiser with 9 missile turrets now :P

I... will... kill... you....

Although it isn't as bad on larger ships simply because they aren't so closely packed. I can get you to shoot yourself. Or just buy a gunboat and rape you, since missiles suck against capital ships.

[Image: SCRAgenderheuristics.png]
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Offline Dantrithor
06-09-2008, 06:54 PM, (This post was last modified: 06-09-2008, 06:55 PM by Dantrithor.)
#6
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Basically, if you load more than 3 missile turrets in a gunboat, will lead you to an amazing flame fest. Though they're one of the best things and almost only option against heavy fighter/bomber environments (call it 3-4 bombers). Against vanilla fighters, you kill them fast. Against bombers, you will basically strip them out of weapons without even killing them, which is quite useful as support for other ships. Specially as their "normal" guns will dissapear before the supernova. You will still eat supernova shots, but your mates wont eat standard gun fire.

[Image: dantri2.png]
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Offline ryoken
06-09-2008, 06:57 PM,
#7
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You can load all missile's, or no missile's. It all dependent upon what you want you ship to do. Missile's do rock fighter's yes, but meet another cap, and your ground chuck. Same as outfitting a large cap with nothing but inferno's/raser's. will rock another cap, but fighter's/bomber's will slaughter you.
Their is no rule's on what type of weopon's you outfit your ship with(as long as it is in RP of your ID/TAG)IE no outcast gun's on a lunchbox, hehe.

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Offline Jinx
06-09-2008, 07:06 PM,
#8
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2 gunboat missiles are effective, - more are somewhat ineffective. - even if you see 5 detonations, one salvo will most probably only take out the shields anyway.

loading up missiles on cruisers isn t such a big deal - since cruisers are not really jousting or adding their speed to the missiles advantage, they re not such a problem like gunboats. - battleship missiles are even completely pathetic, even if you have 16.

but yea - there is no rule. having 100% missiles is as allowed as having 100% primary turrets.

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Offline Tenacity
06-09-2008, 07:16 PM,
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' Wrote:2 gunboat missiles are effective, - more are somewhat ineffective. - even if you see 5 detonations, one salvo will most probably only take out the shields anyway.

loading up missiles on cruisers isn t such a big deal - since cruisers are not really jousting or adding their speed to the missiles advantage, they re not such a problem like gunboats. - battleship missiles are even completely pathetic, even if you have 16.

but yea - there is no rule. having 100% missiles is as allowed as having 100% primary turrets.

good missileboat pilots should be splitting their numerous missile turrets into individual groups.

I've been practicing with such a ship in open singleplayer quite a bit lately - an orca gunboat (supposed to be the same size as the zoner gunboat, according to doom) loaded up with 4 order missile turrets and nothing else for weaponry.

I dont expect it to be good against anything other than fighters/bombers, but that's specialization - the order has plenty of pilots using cruisers, battleships, and bombers themselves; all I have to do is travel in packs or run when confronted by a capship. Most of the order's enemies are flying fighters/bombers anyways.

With that orca GB in open singleplayer, I've got the four turrets divided into three groups:
-Group one fires the first two turrets
-Group two fires the second two turrets
-Group three fires all turrets

Firing all of them at once is largely ineffective, if one missile is even a single meter ahead of the rest, it's explosion on the target will cause the others to explode prematurely, and they end up doing little to no damage to the target ship. If I fire in groups of 2 turrets at a time with a second or two of 'space' inbetween salvos, I can destroy most of the NPC ships with only 2-3 shots each. If they dont get blown up entirely, they hit cruise and run from the area because their equipment is destroyed.

Likewise, when it comes to player capships, as long as you have an ally around who can get the enemy's shields down, the missileboat can target subsystems and blow the guns off the enemy capship while evading fire. You wont be killing any capships alone, but in group combat you can disable larger ships after their fighter escorts are destroyed.


Chances are that will be my setup in 4.85 when i switch to that gunboat, because with only 4 turret slots it's the only way to be effective. 4 standard order turrets wont have the firepower to take down any capships, and I have severe difficulty hitting fighters with them due to lag. 4 gunboat razors makes it even harder to hit fighters, and is only slightly more effective against capships than standard guns. 2 infernos / 2 razors runs into a similar situation - not enough hull damage to take out a capship, though you might drain their shields fast.

The only way to make the ship truly shine in one area is to give it missile turrets and focus on an anti-fighter/bomber role. I see nothing wrong with that approach as long as you're flying with anti-capship escorts most of the time.

[Image: Tenacity.gif]
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Offline Athenian
06-09-2008, 08:05 PM,
#10
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Missile turrets - damned if you do, damned if you don't.
They are very helpful if you want the ability to deter enemy fighters or bombers.
Someone griped at me for mounting two which is a bit unsporting imho.
Any more and out come the knives for sure.
I faced off a Kusari explorer who had ALL missile turrets and they didnt give him much of an advantage. Depends on the pilot too I suppose.




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