' Wrote:RH Bomber looks better though.....
question here, is it legal for a liberty BC to use solaris turrets?
Yes indeed it is.... asked Admins in-game before and since it's sold on a friendly base(in this case prison station Fairbanks in Alaska), you are allowed to mount them.
You ask me why Im weary, why I cant speak to you.
You blame me for my silence, say Its time I changed and grew.
But the war's still going on dear, and theres no end that I know...
And I cant say if were ever...
I cant say if were ever gonna be free.
the loadout on my destroyer is great against both capships and fighters. the thing to remember is that a independant capship is not always going to be fighting the same kind of foe each time so it's best to have a balanced load out. after long hours of drawn out test runs and numerous battles i found that the best set up for a cap ship is...<click>....(dial tone)
I found it all depends on your motives. Even though I end up fighting smaller ships most of the time, I have setup the Varyag exclusively for caps. I use all standard turrets (defense and basic) for my load out. Anyone who has fought the Varyag in a BC or below can attest to it. Now HOW I use those turrets is what makes the Varyag. The more powerful weapons like razors, infernos and mortars are only good in fleet battles trying to take down a BS in a group of smaller caps.
If you are trying to take fighters try missile turrets. Just be warned they will sap your energy faster than a razor.
It takes time to figure out what you like though. It took me 3 months to finalize the Varyag.
1x Light Motar
1x Inferno
1x Basic Cruiser Turrert
2x Cerebus
2x Order Mk1
2x Solaris
Its pretty balanced and its good on power. if you use the motar and inferno seperatly.
NEVER use a Full Cerebrus set up on a destroyer. Massive power drain, weak anti fighter.
I versed a BH Destroyer in Minor yesterday and he had as full Cerebrus set up. Guess who won, me, he ran once he ran out of b/b, I diddnt even use any adn only had 300 credit bill in repiars.
If you pump the trigger with this set up instead hold it down it is rerally effective versus Caps. Fire the inferno/Motar when you have a clean shot and use the rest to finish it off. Goes through shields with ease and the hull the same way.
EDIT: @ Varyag, hes right, only use missiles if you vering alot of fighters. But they drain energy quite fast. I used to have two mounted before the solaris
I always setup my capships to be able to at least seriously damage an enemy capship.
My dragon gunboat had an inferno, the forward gun a dragonfly missile launcher and the rest were kusari gunboat defense turrets.
I was able to fire all the 'normal' turrets forever, firing either the inferno/forwardgun/missile the energy would last about 10/15 minutes.
Out of 3 fights against other gunboats, I lost once. 2x rhienalnd gunboats and an orca gunboat.
The orca and one of the rheinland gunboats were setup to kill fighters, they barely got my shield lower then 25%.
The other rheinland gunboat, I think, had a full cerb loadout. It ripped my shield off rediculously fast and ate through the hull the same.
But my loadouts all share one thing in common, I can fire the 'normal' turrets forever and for about 20/30 minutes tops with one specialist turret firing.
i was trying lot of loadouts to find my best. on my gb is 8 turrets and when i am out of energy and still firing 7 turrets firing without problem only 1 cerb turret turret has not enough energy:)