Weapons and Loadouts

Combat and Escort

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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Tue Dec 30, 2014 3:49 pm

I'm planning to try the Tempest, but I have to wait for a little bit until I get paid. They're both size two, so the missile racks on the Aurora LN, 325a, and Avenger can carry those missiles. Not sure about the Cutlass.

As it stands, I feel like IR missiles tend to work better than EM ones, at least against the Vanduul. I plan to do more testing, but I've had much more luck with the IR guided Rattlers than I have with the Taskforces or Dominators. The latter two will reliably gibletize Scavengers, but I've had very little luck hitting anything that uses countermeasures. I am interested to try the CS missiles though.

More research is required...
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Captain Glume
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Re: Weapons and Loadouts

Postby Captain Glume » Tue Dec 30, 2014 5:32 pm

I am interested in getting a rack for my 315p. Should I get the default rack or wait for a larger one? I sure hope those missiles can be mounted backwards as I plan to run away from baddies like a little bunny... Is size 2 the largest the default rack can hold?
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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Tue Dec 30, 2014 6:14 pm

Right now the biggest it can hold is size 2. I don't think you can mount them to fire back wards, but you can still use the Decoupled mode to to be running away as fast as you can, backwards, lobbing missiles and laser fire at your pursuers! My current favorite missile is probably the Rattler, but the Dominator is also pretty good. The Dominator has the added bonus of creating an enormously satisfying big blue explosion on impact.

Definitely stay on your toes though: The 300 series definitely seems to be a fragile speedster, extra emphasis on the fragile. Be especially careful on the collisions.

Additional note: The Omnisky VIs on the 300i, 315p, and 325a rock it hard core, like they did originally. I tried them on my Super Hornet, along with four Badgers, and it worked really well. A solid hit or two from a pair of Omniskys will badly damage a Scythe, and a critical hit will almost always result in an instagib.
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Captain Glume
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Re: Weapons and Loadouts

Postby Captain Glume » Tue Dec 30, 2014 6:51 pm

I plan on running my 315p in mining mode so I'd probably ditch offensive weapons. Hell I'd probably have cargo pods on the Class 3's if I can do it. The 300 series is currently looking incredible sad and is going to need a big make over to save it from being a starter throw away ship. Especially if it can't be carried by the 890J.
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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Tue Dec 30, 2014 7:08 pm

Captain Glume wrote:I plan on running my 315p in mining mode so I'd probably ditch offensive weapons. Hell I'd probably have cargo pods on the Class 3's if I can do it. The 300 series is currently looking incredible sad and is going to need a big make over to save it from being a starter throw away ship. Especially if it can't be carried by the 890J.


I like the interior at the moment (it reminds me of a real life BMW), but it needs a bit of exterior polish. As far as performance goes, it definitely is too much fragile, not enough speedster. The Avenger is nearly as maneuverable and a lot more durable, plus with more cargo room. It doesn't hit as hard, but it definitely seems to be the better ship at the moment. I'm planning to upgrade the wingtip guns on that to Omnisky IIIs, then it should be awesome.

I really want to see the Sakura Sun multi-particle/wave cannons in game. A particle gatling gun with sizes all the way from 1-5? Yes please. I feel like it would work really well for the Avenger when bounty hunting. Stuff the biggest MP/WC you can into the nose slot and your choice of missiles, then keep the Suckerpunches for disabling the target.

Additionally, I hope that those of us who pledged for and got the Preacher Armaments Inquisition gatling cannons get them soon. Perhaps the Queen would be willing to ask Ben about that during her next batch of questions for the community manager? ;)
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Captain Glume
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Re: Weapons and Loadouts

Postby Captain Glume » Tue Dec 30, 2014 7:37 pm

Firelance wrote:Additionally, I hope that those of us who pledged for and got the Preacher Armaments Inquisition gatling cannons get them soon. Perhaps the Queen would be willing to ask Ben about that during her next batch of questions for the community manager? ;)


I was wondering where those were too. My guess is the dual ammo type requires some sort of HUD selector system and that is holding it up.
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Firelance
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Re: Weapons and Loadouts

Postby Firelance » Tue Feb 24, 2015 2:05 am

Well, after a bit of a hiatus, here is tonight's issue of the weapons report. I decided to give CR another 20 bucks for some UEC and decided to try my first CS missiles by getting a pack of Thermyte Strikeforce CS FAF missiles. They're size 2, so I loaded them on my Avenger and found them to be...absolutely terrible. For ten launches over the course of six waves, I scored exactly two hits, even against Scavengers, which are usually sitting ducks. I'm not sure if this is a strike against CS guidance or against the Thermytes in particular, but I will be melting these later on, once UEC melting hits. Definitely not worth the money. Stick with its little brother, the Taskforce. Cheaper, just as damaging, more reliable, and you can carry them on the Hornet and Gladius size 1 hardpoints.

As far as the Vanduul swarm goes, IR guided missiles seem to be the best bet, since the Scythes have a much higher IR signature than the other two. The relatively basic Behring Marksman seems to reliably hit its target most times, locks instantly, and is relatively cheap. It doesn't have the punch of other missiles and frequently will just damage the target rather than frag it, but I'll take a missile that reliably damages the target over one that kills a target every now and then. I can also say that the Rattler cluster missile (also IR guided) is also quite effective. And entertaining, it's quite amusing to watch one missile launch eight more. Even ace pilots typically take a beating from these guys.

I also tried a new Super Hornet loadout. QUAD Omnisky-VIs on the turrets, with Badgers on the wings. Absolutely devastating, frequently able to gib Scythes in one pass. I plan to upgrade the Badgers to Panthers once I'm able to sell weapons for UEC. Then we'll see what happens :twisted:
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einnyen
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Re: Weapons and Loadouts

Postby einnyen » Tue Feb 24, 2015 12:31 pm

Firelance wrote:Well, after a bit of a hiatus, here is tonight's issue of the weapons report. I decided to give CR another 20 bucks for some UEC and decided to try my first CS missiles by getting a pack of Thermyte Strikeforce CS FAF missiles. They're size 2, so I loaded them on my Avenger and found them to be...absolutely terrible. For ten launches over the course of six waves, I scored exactly two hits, even against Scavengers, which are usually sitting ducks. I'm not sure if this is a strike against CS guidance or against the Thermytes in particular, but I will be melting these later on, once UEC melting hits. Definitely not worth the money. Stick with its little brother, the Taskforce. Cheaper, just as damaging, more reliable, and you can carry them on the Hornet and Gladius size 1 hardpoints.

As far as the Vanduul swarm goes, IR guided missiles seem to be the best bet, since the Scythes have a much higher IR signature than the other two. The relatively basic Behring Marksman seems to reliably hit its target most times, locks instantly, and is relatively cheap. It doesn't have the punch of other missiles and frequently will just damage the target rather than frag it, but I'll take a missile that reliably damages the target over one that kills a target every now and then. I can also say that the Rattler cluster missile (also IR guided) is also quite effective. And entertaining, it's quite amusing to watch one missile launch eight more. Even ace pilots typically take a beating from these guys.

I also tried a new Super Hornet loadout. QUAD Omnisky-VIs on the turrets, with Badgers on the wings. Absolutely devastating, frequently able to gib Scythes in one pass. I plan to upgrade the Badgers to Panthers once I'm able to sell weapons for UEC. Then we'll see what happens :twisted:



I've noticed that in 1.0.2, and in 1.0.3 missiles are not as reliable as they once were. Even when there's no flare or chaff being pumped out by the vanduul it seems like they miss quite often unless you're a bit above them when you launch.

It's almost like the guidance system for missiles has been dumbed down or completely removed.

On the flip side I've gotten quite a bit better at using the rockets on the Mustang Delta. Absolutely devastating DF munition.
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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Reaper
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Re: Weapons and Loadouts

Postby Reaper » Thu Feb 26, 2015 11:07 pm

Gotta say loving the Delta with 4 ominskys on it, got as far as round 11 today in vs also playing around with 6dof.
It's hard to get used to but you can dance around other ships.
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Captain Glume
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Re: Weapons and Loadouts

Postby Captain Glume » Fri Feb 27, 2015 3:48 pm

What 6OF are you using?
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