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Offline Montezuma/Kukulcan
01-13-2012, 03:56 AM,
#41
Member
Posts: 1,691
Threads: 43
Joined: Mar 2009

Another thing people seem to be forgetting is that the Osiris can still fill a range niche that makes it nigh invincible if the enemy is kept CDed.

Said niche is medium-long range kiting combat, with its primaries, as the Osiris can still strafe like it did in .85, meaning at, say, 2.5k, it can still dodge 100% of enemy fire, no matter what is fired at it, the only things that will hit it at that range are missiles, and the Ossie's four primaries will massively out-DPS any amount of missiles coming from one ship. No other battleship can quite equal it's ability to strafe fire, so if you can keep the enemy at between 2k and 3k, you will be able to continuously DPS him down with your primaries, while evading everything but missiles, which are no real threat when compared with your primaries.

All of the Ossie's opponents are larger than it is, meaning no matter what you face, you will always be able to kite better than the enemy, the trick is to use this to your advantage. So yeah, the Osiris is definitely not underpowered by any stretch of the imagination, it can still kill any other battleship in the game if it is kept CDed, this also means that, as said previously, it is a fleet ship, not the solo jack-of-all-trades it was before, you need CD support in order to fully utilise it's potential.

And with regards to the slot layout, the current heavy slot is the only fully 360 slot on it that is centre mounted, but to be honest, if I were to fly an Osiris, I probably wouldn't even bother with a heavy weapon, it doesn't really need one to be incredibly potent on the battlefield.

[Image: montezuma1.png]
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Offline AeternusDoleo
01-13-2012, 06:40 AM,
#42
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Missiles? Not if you add a single FLAK they won't...

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Savi
01-13-2012, 03:31 PM,
#43
Member
Posts: 290
Threads: 14
Joined: Sep 2011

About the RM turtle that can dodge mortars in 4.85. Show me a turtle that can dodge mortars at 3k range while I chain fire my light mortar for about 2 minutes... Sure it will evade 25% of the fire, but still, a turtle can't beat an osiris if it's kept CDed. Also, as Montezuma said, osiris can dodge 90% of the fire at 2.5k range, so, the only thing that can easly kill an osiris would be the liberty dread or the mako, if you start the fight without a proper tactic.
Not to mention that most of the time, you will never fire with your prims forward, and you can fire all 5 backwards, so with 5 basic turrets you're invincible. And I find it really easly to fire 5 prims forword at one time, your ship should be turned 15 degrees left or right from the oponent until the guns align, then you can face the target frontal, so hehe, the only big nerf I see it's the -50 speed, which most aids against gunboats or bombers.

Still, now the bad news: When the opponent battleship fires missiles at you, you can't aim for the battleship due to the damn game auto aim for the missiles even if they aren't selected as target. So... there is a problem.

Last raid of Discovery 4.86
Bowex S-Convoy
LSC vs Geb
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Offline leonidos
01-14-2012, 04:22 AM,
#44
Member
Posts: 502
Threads: 68
Joined: Apr 2011

' Wrote:Still, now the bad news: When the opponent battleship fires missiles at you, you can't aim for the battleship due to the damn game auto aim for the missiles even if they aren't selected as target. So... there is a problem.
Thats true. A real problem while missiles have been fired upon. Can this thing be fixed?

[Image: Corsairhate-1.png]
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