Weapons and Loadouts

Combat and Escort

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Firelance
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Weapons and Loadouts

Postby Firelance » Sun Dec 21, 2014 1:14 am

Hey everybody. With the launch of AC 1.0, I figured this was a good opportunity to start a thread to discuss weaponry and loadouts that we try on our ships. I just bought a ten pack of Rattler missiles that I'll be trying when I get home tonight, and I also plan to eventually try the Sawbuck and NN-14 guns, and a few more missiles. We'll see what happens when I can put these on my Super Hornet, which I also can't wait to take for a spin.

So, as things go along, lets share what works and what doesn't, so we can properly represent the org when the game goes live!
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Reaper
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Re: Weapons and Loadouts

Postby Reaper » Sun Dec 21, 2014 11:52 pm

Let me know how they go m8
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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Mon Dec 22, 2014 3:26 am

Well, first lesson: the Hornet can't carry the Rattlers. They're size two missiles, and the Hornet's quad rack can only carry size ones. Which wouldn't bother me that much, except that the Hornet only has a single rack at the moment, and I can't seem to fit more. So it only has four missiles, and it carriers smaller missiles than the 300s, Auroras, or Avenger. Hrmph. At least it's bristling with guns. And on top of that, I can't use the Rattlers yet since I have yet to unmelt my 325a and/or get my Avenger. Next month I guess.

In any case, I picked up the Taskforce I missiles (EM homing with a target lock) as well so I could try them on the Hornet, as they are size one. Mixed results so far. On the one hand, I pickled off a pair of them at Little King, and both appeared to miss. It was hard to tell though, since we were also quite occupied shooting one another. On the other hand, a single Taskforce missile turned a Scavenger into scrap with a direct hit later on. In any event, the missile is quite fast, has a long range, and has a quick lock time, so you can quickly lock on while in a furball, or volley fire multiple missiles at range. I'll do some more testing and see how they perform in further tests. If the seeker head proves reliable, its high speed should make it hard to shake.

Tomorrow, I plan on picking up a pair of Sawbuck cannons to add onto the Hornet. I'll update when I get a chance to try them, and add further comments on the Taskforce Is as I keep trying them.
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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Tue Dec 23, 2014 3:38 am

Alright, so here's tonight's weapons update. I picked up a pair of Sawbucks for my Hornet, and did some more testing with the Taskforce Is as well.

Picking up where I left off Sunday with the missiles, I can definitely say that the Taskforce is small, but it packs a wallop. A single hit is sufficient to reliably reduce a Scavenger to shrapnel. What's more, it'll keep coming back for more if it misses on the first try. However, it seems very vulnerable to countermeasures. Any use of flares by Hunters or by the Ace pilots seems to throw them off every time. At the moment, its best use seems to be thinning the field of Scavengers at a distance so you can focus more on the bigger threats.

As for the Sawbuck, it claims to fill the gap between the Broadsword and the Mantis, and this it does. Its damage per shot appears to be a nice middle ground between the two, and its burst fire mode makes it a bit easier to score hits than a Longsword or Broadsword. Its also only a size one, so it'll fit easily on any hardpoint, including the Super Hornet's canard turret. Its biggest weakness is its lack of ammo, only 150 rounds per gun, and it depletes them three at a time. Because of that, I wouldn't use it as a primary weapon. Pair it with lasers or laser repeaters, and use it as your secondary punch. A good weapon to use on the two empty weapon slots on an Aurora LN.
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Captain Glume
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Re: Weapons and Loadouts

Postby Captain Glume » Tue Dec 23, 2014 3:53 am

We are still very early days with the missiles. Right now only the default racks for each ship type are available. The hornet has one of the missile rack hard points buggered so that is hampering missiles. I'm sure it will get fixed soon.

I am very much looking forward to scenarios instead of this blast away and re-spawn poo. Where when your dead your dead... That is when we will see some sweet tactics and real fun!
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Akaroc
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Re: Weapons and Loadouts

Postby Akaroc » Thu Dec 25, 2014 10:25 pm

My favorite custom load out at the moment is to take the Jokers off one of my Avengers and replace the Super Hornet wing guns with them. Use the wings to bring down the enemy shields and slice them up using the ball & canard turret repeaters. Have also had some fun with the sawbucks on the underbelly of my Mustang Delta.

Haven't messed with the missiles yet but will likely spend some UEC this next week experimenting with those.
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Re: Weapons and Loadouts

Postby einnyen » Sat Dec 27, 2014 7:31 pm

I havent played with anyone of the new additions to the VD store, unfortunately.

On my SH i'm using bulldogs on the canard turret and ball turret with omnisky 4s on the wings.

On the Delta I have the two bulldogs from the default loadout but I swapped the M3As on the turret to a couple of M4As.

The Avenger can hang pretty well with Badgers on the wings and the stock nose gun.

I've found that using the repeaters is great for knocking down shields and then using the hard hitters to do serious hull damage. I'd probably like the ballistic weapons more if there were a way to reload without ejecting or getting killed. In waves 12+ you're going to burn through ammo extremely fast as there are just a ton of Vanduul in each wave and the AI for these waves seems much more competent.

In my opinion the 300 series is a death trap in it's current iteration so I havent played around with them much.

Also the loaner hornet only has Bulldogs on the wings which makes the ship little more than a moving target for whomever wants a free kill.

I noticed on my firing range "turret" that it's defaulted with a KBAM ballistic gun of some sort although I can't load any ammo into it when I move it to another ship.
AEGIS - Gladius, Retaliator, Vanguard
ANVIL - F7C-M Super Hornet, T3A Gladiator
C/O - Mustang Delta
DRAKE - Herald
MISC - Hull A, Hull B, Star G
ORIGIN - M50, 350R, 325A
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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Sun Dec 28, 2014 3:30 am

Why is the 300 so terrible right now? I'm planning to reacquire my 325a next month, but I might wait and just get the Avenger if it's a deathtrap.

I'm with you on the ballistic weapons, especially the Sawbuck. A three shot burst weapon needs significantly more ammo, and right now it just does not have that much more than the Broadsword or the Sledge. At the moment, the gatlings or the single shot ballistic cannons seem to be the better bets.

Having yet to try the Avenger, how does the big gatling in the nose of that compare to the Mantis that we got to use on the old version of the Hornet?

I think my biggest gripe at the moment is that I can't save custom weapon groups in the ship's HUD. It's one thing to set it up at the beginning of a round. It's quite another to have to reset it after each respawn, especially in later waves when there are a zillion angry Vanduul around.
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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Mon Dec 29, 2014 6:30 pm

Okay, so I finally got a chance to try out the Rattler cluster missiles. So far, they seem to be seriously good stuff. I want to do a little more testing with them, but so far, they do a lot of damage and seem to find the target fairly reliably. They're also a good force multiplier for ships with a more limited missile capacity, since each Rattler is basically eight small missiles in one package. Even if the targets sets off a flare, chances are at least a few of the rockets will hit. Worth the UEC so far.
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Akaroc
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Re: Weapons and Loadouts

Postby Akaroc » Tue Dec 30, 2014 3:45 am

Has anyone tried out the new Strikeforce or Tempest missiles? Instead of seeking IR or EM, both are CS seeking missiles which would be very different from the missiles we have used so far. Am likely going to grab some of them this week...once I figure out which of my ships will be able to utilize them. Figured I would ask the rest of you first though to see if someone already had tried them.

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