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Destroyer Weapon Suggestions - veng - 08-08-2007

Hey guys, new here and just bought a Kusari Destroyer! I saw alot of new weapons in gammu and was wondering if you guys got any suggestions to the weapons i should have on the destroyer. Any input would be appretiated! Thanks:)


Destroyer Weapon Suggestions - Exile - 08-08-2007

depends, do you want to make it an anti capital ship or an anti fighther?
anti figther, i'd suggest some solaris's and a few missiles ( i've never flown the damn thing, dont know how manny slots and the like )
for anti cap: get 2 inferno's and cerebrus's.


Destroyer Weapon Suggestions - veng - 08-08-2007

Thanks exile!

I was thinking something in between.. It has 9 turret slots, currently 7 with stock kusari guns, and 2 missile turrets.

I was thinking of adding an inferno and some order turrets.. not sure though!


Destroyer Weapon Suggestions - Exile - 08-08-2007

9 slots, thanks, now i have a better idea.

so, anit cap/figther aye? lets see..

2 missiles, keep those. then add 2 inferno's.
for the rest... i'd say maybe 3 corsair cruiser turrets ( fast ones, for anti figther ) and 2 cerebrus's.

yust my idea.

Ex


Destroyer Weapon Suggestions - McNeo - 08-08-2007

Destroyers are a bit underpowered now, and those Inferno's are only going to be of use against other cruiser pilots. Gunboats are small enough to dodge them, and a single gunboat can take out a destroyer without much of a problem.

you have 9 turrets, 6 at the front, two in the middle, and one at the back.

The six at the front should be your most powerful guns, (one of each on each side of the axe head).

Probably the two Inferno's, two missiles, and two cerberus'. The two in the middle of the destroyer could be Order turrets, as well as the one at the back. I say this because, even though all guns would drain a lot of power, most opponents would not stay in front of you.

Also, the destroyer/cruiser class is useless against fighters (I fly a bounty hunter one and it took me ages and a lot of my hull to scare away two fighters) even with Corsair turrets. If you get a few solid hits in, the fighter hull goes down pretty quick, but the likely hood of you getting those solid shots in is pretty small.

Admittedly, i am not an avid destroyer pilot, and there is better advice around. At the end of the day, its up to you to find your perfect loadout. I found one for my Corsair gunboat(s) and I am sure there is one for the Kusari destroyer.


Destroyer Weapon Suggestions - Eppy - 08-08-2007

Not the Kusari Destroyer, McNeo...That one can outfly a gunboat. I do it all the time. Great choice of ship.

EDIT: A Cruiser Mortar on the Number Three turret slot is also excellent for capship-capship fighting. knocks em right off. Can nail a fifth of a gunboat's armor (That's with a MK VI upgrade) in one very economical hit.


Destroyer Weapon Suggestions - McNeo - 08-08-2007

I take that as a challenge Epyon:).

My corsair gunboat versus your Kusari destroyer...lets see who will win;).


Destroyer Weapon Suggestions - veng - 08-08-2007

Thank you all for your input! Very informative! I guess ill mix and match until i get what i want. Thanks guys!:)


Destroyer Weapon Suggestions - unfunf - 08-08-2007

Anti-fighter & anti-capship can be done in one config quite easily. It's simplicity is astounding, as you have to just go with the math. Light Mortars and Battle Razors do a lot of damage in one hit, for sure; however, think about their refire rate.

Light Mortars do 42,000 hull damage in one hit; however, it takes them 4 secons to refire. Let's say a destroyer can handle two light mortars. This allows for 21,000 hull damage per second (and you only get a few shots).

What about Cruiser Battle Razors? Let's say 2 Cruiser Battle Razors are used. This would allow 16,000 damage per second; however, you could sustain fire somewhat longer than using the light mortars.

But, what if you use only turrets and a few infernos to get the shields down half-way? Well, say the recharge of a destroyer is 95,000 energy/second (which it is for everything but the Rheinland Cruiser, which is 105,000).

Say you are allowed 9 turrets. You want 2 for infernos, which would take a decent chunk of your energy, so after the infernos you want to use the most damaging turret setup that also allows recharge. So 7 turrets that stay under 95,000 energy usage.

That perfect turret would be the "Cruiser Turret" by Liberty. You can use 7 turrets and have 11,000 energy recharge per second available to go back to infernos. Now, what kind of damage do those 7 turrets do? Well,
Let's see: 7*1480*2 = 20,720. 280 damage per second less than 2 light mortars.

However, there's something that you do not want to overlook. You can sustain fire indefinitely with the 7 turrets, constantly pounding the hull of the ship. With the two light mortars, you get a couple of shots and then you have to wait for recharge. If you include waiting for recharge, the damage per second of the Light Mortars goes far below that of the 7 Cruiser Turrets.

Also, do not forget that Light Mortars travel at 450 m/s; where as the Cruiser Turret travels at 1,222 m/s. It is unlikely you will be able to get many hits on a good gunboat pilot with light mortars; however, you can consistently hit a gunboat or anything higher with the cruiser turrets. And of course, they are quite effective against fighters and bombers.


To me, the only time it makes sense to use something other than an inferno & turret config would be with a battleship or battlecruiser. Their generators are large enough so that you can use enough Mortars or Battle Razors to really do more damage then an all-turret config would do.


Destroyer Weapon Suggestions - bluntpencil2001 - 08-08-2007

This is not always true.

With immense damage, low refire guns, you can hit the enemy, then dodge (even letting him out of sight), then hit again.

With a high-refire setup, you will have to keep him in your sights, making you a potential target.