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making freighter and transport a power - Printable Version

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making freighter and transport a power - Maelstrom - 12-29-2011

It's easier to see a Xeno flying an anki than a ship that has to be purchased from a police or navy base....at least to me, anyway. Probably best bet, rp wise, is Bactrian. I understand it is open use for unlawfuls. It doesn't get the lvl10's like the anki but I'm sure that you can still make the concept work.


making freighter and transport a power - Sava - 12-29-2011

Why not a Xeno Grizzly with deb, suntiger and widow turrets?


making freighter and transport a power - Druen78 - 12-29-2011

SRP a bunch of CSFr from the Junkers, that's your best option.


making freighter and transport a power - Tachyon - 12-29-2011

<strike>Why do they need such ? They got Starflyers of doom already.</strike>

I would guess a Cap8 Hegemon w/ a goog mix of turrets will do.


making freighter and transport a power - Swallow - 12-29-2011

I also heard hat x-shuttle is able to provide and shoot MR...
well yes, its quite far fram liberty, but if taking to mind that Xeno's guard system is in Tua region...

Oh, and I should rename this topic...I mean we are talking about how to make non-military ships a less or more potential force.


making freighter and transport a power - Helo - 12-29-2011

Xeno gunboat? Go with Camara or Grizzly. Camara is a real pain in the butt for bombers, being so tiny that it's almost impossible to hit by slow 300 m/s bomber guns. Grizzly can punch nice firepower and has 2 CMs


making freighter and transport a power - Swallow - 12-29-2011

also. I have a question about transport guns.
As for me - type 2 is the only one to be used for offence. What do you think?



making freighter and transport a power - AeternusDoleo - 12-29-2011

Type 2 is the heavy hullbuster. Not very good in terms of energy efficiency or anti snub duty. I prefer the type 3's (or the small transport turrets, they have the same stats). 800m/s, 1100m range, good damage. Refire 2 allows for chainfiring or shotgun style.

Oh, and despite being named Tau-45, the Xeno guard system ain't in the Tau cluster. Not sure who named it that way, but it has no connection to the upper Tau borderworlds cluster. It's on the list but might not make it into the beta.


making freighter and transport a power - Swallow - 12-29-2011

really? it is not?

but anyways, back to guns.
Type 2 is perfect in terms shot\damage\second.
In one shot it delivers 3k hull dmg.
Means it is good for snipershooting...and compensating low quantity of weapon hardpoints.
I almost never used type 3 and small ones...but in one shot they deliver only 1k hull dmg. That means you need keep firing all the time, and when you do backfiring plus avoiding incoming fire...
well I may be quite a nood in all this tactics, but I think that for ships with small amount of hpoints (and those one are the most agile in their class, and cheap) should be equipped with type 2 turrets.

But will be trying both variants - and type 2 and type 3


making freighter and transport a power - Tachyon - 12-29-2011

Type three is the best in any way.

It has an acceptable refire rate and speed (chainfire with it and you will have a good chance of hitting).

The damage output is fine compared to refire and the fact you can fire Type 3s for -ever-.