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High refire guns.

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High refire guns.
Offline CzeReptile
06-10-2011, 02:41 PM,
#11
Member
Posts: 2,238
Threads: 89
Joined: Mar 2009

Main problem is that people pick guns that do damage. Who gives much about energy or anything but damage and speed? hardly anybody.

Its cool to say - but you fire longer, especially in jousting situations (go Krakens).

And high refire is same problem. YOu aint ever gonna hit, you need half of your guns debs to take the shield down and then you do no damage at all! Not buff, remove.

[Image: n24ZouO.gif]


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Offline Scan
06-10-2011, 03:03 PM,
#12
Member
Posts: 29
Threads: 1
Joined: Jul 2007

' Wrote:We need to either give a damage buff to the faster refire rates (10% to 5.88, 15% to 6.77 [chainguns], 20% to 8.33 guns, or something like that), or make slow and fast refire rates available to all factions. ... All factions need 2 gun lines. One that is 2.00, 3.03, or 4.00, and one that is 5.88 or 8.33 (or a new speed).

That is exactly what I was thinking to myself a few days ago since my first character on this server is a merc in a hf equipped with civ chainguns.

The faster guns (5,88 & 6,77) really need a little boost to make them practical, because most battles on the server are not fought on paper. ^^


MfG

Scan
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Offline Hidamari
06-10-2011, 03:10 PM,
#13
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

Since I use 97% light fighters in this server at all time. when using my Liberator I find that for the light fighters purpose 8.33 Vengeance's high refire is much much much more desireable than the 2.0 magma hammers. I have both a Magma Libby, and a Pulse/Veng Libby.

It is true that you have to have sustained fire to do a decent amount of damage to the enemy with vengeances, however in a light fighter most of the time you are playing cat and mouse, Mines are how you do the mainstay of your damage to the enemy, or at least how I do it.

you wont outgun your opponant, but high speed high refire weapons let you best use the speed of the ship to its advantage and drop an enemy shield quickly to expose their hull, if you are get even a few shots on their hull and keep yourself out of danger, repeating this you cant really lose.

High refire guns suit high speed ships. that are designed as ankle biting little bastards:D

Low refire guns suit low speed ships. that are designed as lumbering power houses of doom.


so, im not really convinced that high refires need a buff in all honesty.

[Image: RKaqSve.png]
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Offline Scan
06-10-2011, 03:28 PM,
#14
Member
Posts: 29
Threads: 1
Joined: Jul 2007

Well that would be fine by me as long as the civ line got it's 2.00, 3.03 or 4.00 counterparts.

MfG

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Offline Monk
06-10-2011, 03:35 PM,
#15
Member
Posts: 909
Threads: 48
Joined: Aug 2007

I have found that high refire guns are best used in a particular role. In duels they, imo, are bound to be the guns of the loser. However, in 3+ player battles I see them shine in their ability to deal out sustained, disorienting damage from a flank attack. While your wing man or whatever takes on the jousting, the pilot with high refires should break out and return at an angle. At an angle it is much easier to hit a jousting fighter. Plus, once their shields are down, the constant pelting makes it difficult for them to make their mark.
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Offline Backo
06-10-2011, 03:43 PM,
#16
Basilica Combat Patrol
Posts: 3,592
Threads: 123
Joined: Feb 2009

Today... Today I had no problem using sammaels on my eagle. Ended in quite the tight fight with a friend who packed a 2.00 codename sabre + debilitators.

It was a fight with regens so it summed up to a lot of dodging on my side and slowly chunking off his armor, hit by hit, landing not more then 2 or 3 shots on the usual pass, while him hitting once in a while and catching me unshielded and thus eating 6 nanobots off me. It made me go FUUUUUUUU, yes, but overall I was draining his regens faster then he did mine, so it didn't matter much on the guns as they both did their job.

Thing is the damage isn't that much of a problem, for sammaels it sure isn't (as they're the top 8.33 DPS dealer). Well maybe hornvipers, but I heard they're getting a buff, but only because wraith is crippled to one less gun.

The main differance is... With 2.00 you have a chance to hit, maybe you do, maybe you don't but know it. With 8.33 you always hit, just a little and it makes you feel like it's not doing enough.

Overall I prefer faster guns for my faster ships and slower and more damaging for the "tanks" I fly. It's all about how you mix your style.

~ Flown a Hornviper Wraith and a Sammael Greyhound/Eagle


P.S. Codename DPS is around 2500-2800 Fast gun DPS is 1900-2200 I think. Maybe that started the thread?

EDIT: And about group fights? I recall [RM] using mostly hornvipers and [LN] using mostly magma/codename mix. Fights were pretty balanced. Also I found it easier to shoot while under fire when I don't need to really aim my shots but rather spray 'em on the enemy.

Republic of the Sword and Sun
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