I've got a question with regard to the liberty gb.
what is the best anti bomber /anti GB loadout? currently I use a full forward fiiring turret setup and 2 missles to the rear.
but it doesn't seem all that affective against bombers. and against Gbs is plain dreadful.
so I was thinking maybe 2 cerbs to nail shields and 3 razors to finish the job. I know a lot of people use 2 pulse, 3 razors but that means I have to snipe hit twice in a row when fighting bombers.
Razors and Pulse are only good if you are able to aim them properly, and missiles will only work against noobs. The most effective loadout I've seen so far is full primaries and chain firing them. It could also work with Solaris.
' Wrote:Razors and Pulse are only good if you are able to aim them properly, and missiles will only work against noobs. The most effective loadout I've seen so far is full primaries and chain firing them. It could also work with Solaris.
Surprising how many noobs is there. yesterday I shot one with cruiser missile.
Missiles for the win, really good when lag is there for shield busting. Then razor and bye bye pirate. (nob)
If you want anti-gunboat, you are gonna need the pulse guns. Taking gunboat shields down with anything else is either a waste of power(cerbs, razors, solaris, missiles), or reduces your ability to maneuver (primaries - you have to keep htting the target).
I recently tested cerbs for hull, and they work fine - they are faster than razors and you don't have to fire them for too long o use them efficiently. I did my testing with the hacker GS, and the lib gunboat has beter powerplant, even. 2 pulse and 3 cerbs should be bare minimum, you can add 1 pulse and 1-2 cerbs according to your preference (and perhaps leave a slot for missiles so that you have at least some anti-snubcraft defense)
Side note: missiles on rear slots suck, cause they need speed to track and hit. Rear pulse is great since you can hit V after passing your opponent and hit him with an extra salvo while he's EKing (and they often are)