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Pirate train vs Battle transports

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Pirate train vs Battle transports
Offline Scar
06-12-2012, 05:12 PM,
#11
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Posts: 114
Threads: 27
Joined: Jan 2010


' Wrote:This is a train as well: http://discoverygc.com/wiki/Heron
Touche.
Yes, but he have a big brother, and the heron is only a passage ship that you use for one day.

The thing is why i should take a pirate train, if there are a more armored and tough transport with the same cargo?

[Image: 27zzu40.jpg]
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Offline Knjaz
06-14-2012, 12:37 PM, (This post was last modified: 06-14-2012, 12:38 PM by Knjaz.)
#12
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nvm, deleted.
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Offline Rodnas
06-14-2012, 12:58 PM,
#13
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Posts: 811
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Joined: Sep 2011

' Wrote:The thing is why i should take a pirate train, if there are a more armored and tough transport with the same cargo?

Well - you could use it for rps sake. On the other had the pirate train is not that bad, it feels (don't know the exact value) more agile than the house counterpart train, it has some nice arcs and is the only big train pirates like outcasts and corsairs can use without nerfage.

If you want something to bring the pain while reeling in cargo from traders take the P-Trans...or if you are in the right faction the Raba...both are "almost gunboats"

But of course new toys are always nice and i think the integration of the battle transports showed some love to the lawfull traders who get hassled by pirates all day every day- they deserve them:)

[Image: n4v9g3.jpg]
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---Not available for any disco stuff these days(and for an extended period of time to come, too ---
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Offline Echo 7-7
06-14-2012, 01:09 PM, (This post was last modified: 06-14-2012, 01:21 PM by Echo 7-7.)
#14
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Posts: 4,077
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' Wrote:Hey guys, i was just wondering.

The pirate train, that should be a transport for pirating and smuggling goods have a 4300cargospace, 7 guns and very poor agility.

The newest fight transport have 10 to 12 guns, better armor, a lightly better handling and the same cargo.
I thing this should be balanced devs :sleep:

Ignoring all the other posts, let me just respond to the OP:
Have you compared the size of the PTrain to the House Battletransports?

Edit: Let me also make that a rhetorical question.
It's significantly slimmer than the House Battletransports, and probably more agile too.
*goes to check FLStat*

Edit 2: Yep, the Pirate Train is more agile than all four House Battletransports.
Consider that the Pirate Train is not intended for solo cargo piracy. It has no Cruise Disruptor. It is meant for smuggling, or supplying legal goods to illegal bases. The 4300 cargo space is the cargo cap for most factions which have access to this ship.

Additionally, 7 transport turrets may not seem like much, but the firing arc coverage of each turret is quite good. 7 guns forward and backwards, 5 to the sides, 7 above the ship, and 4 below. Since most transports are usually running from opponents, guns pointing backwards, this is good. If supplementing other pirate ships, 7 guns is again not too shabby against another transport.

When considering balance, you have to completely ignore RP and lore and anything else which might justify certain features, and focus purely on the mechanics of the game.

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Offline Matthews
06-14-2012, 01:42 PM,
#15
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The PTrain isn't supposed to pirate. It's a smuggler which is capable of defending itself to a certain degree, espacially with turret steering. It is small, considerably agile compared to its lawful counterparts and has good firing arcs. It is perfectly fine. If you want a pirate ship capable of pirating on its own, take the Ptrans.

[Image: IG7h5oH.jpg]
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Offline Scar
06-14-2012, 02:47 PM,
#16
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Posts: 114
Threads: 27
Joined: Jan 2010

' Wrote:Ignoring all the other posts, let me just respond to the OP:
Have you compared the size of the PTrain to the House Battletransports?

Edit: Let me also make that a rhetorical question.
It's significantly slimmer than the House Battletransports, and probably more agile too.
*goes to check FLStat*

Edit 2: Yep, the Pirate Train is more agile than all four House Battletransports.
Consider that the Pirate Train is not intended for solo cargo piracy. It has no Cruise Disruptor. It is meant for smuggling, or supplying legal goods to illegal bases. The 4300 cargo space is the cargo cap for most factions which have access to this ship.

Additionally, 7 transport turrets may not seem like much, but the firing arc coverage of each turret is quite good. 7 guns forward and backwards, 5 to the sides, 7 above the ship, and 4 below. Since most transports are usually running from opponents, guns pointing backwards, this is good. If supplementing other pirate ships, 7 guns is again not too shabby against another transport.

When considering balance, you have to completely ignore RP and lore and anything else which might justify certain features, and focus purely on the mechanics of the game.
Thanks man, finally someone that write something with sense.
Now i understand the point, and the motive for the 4300 cargohold. I have tried it and compared to the other vessel and yes, is more bit agile and more sleek, in the asteroid field works very fine.
But i still think that it need a little more armor and turrets, all the houses now have their rispective battle transport, why not the pirates too ? I'd like to see some of these instead xenos and rogues with bisons

Dont think that i want this ship buffed 'cause i fly it! I was looking the wikia and i notice that.

[Image: 27zzu40.jpg]
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