The best way to fix the BH gs is to increase size and decrease agility. Maybe the Liberty gb's agility or something in that ballpark. I'm very much against taking off hardpoints.
Mjolnir and Frozen, may I ask what wep loadouts you used against the Corsair gbs and that cruiser.
I ask out of curiousity, not out of a desire to mimic you guys or construct a peewee-juggernaut. I have managed to down 2 Talarcas and 1 Corsair gb with a solarius / 1 battlerazor config.
No snarky responses please. I would like to keep the tone of this discussion civil.
I was able to take down a Huntres in my IMG Gunstar in a training fight pretty easily (Although, my hull took some hits:() (I use 6 ordinary turrets)
And I was able to kill an OC dessie without loosing shield.
If the BHG gunship is even harder to hit, than the IMG pancake, Pretty much any loadout should do the job, if the pilot's skills are good enough.
1 cerb, 3 IMG turrets (my current loadout)
when i used 3 turrets, i used 2 cerbs, and 1 lib turret.
when i started though, i had 2 cerbs and 2 sols, and that took WAY too long to kill a cruiser, even though i wasnt taking any damage at all (the way i was flying)
but tbh, its the way people fly. if u go head first against a cruiser in ure gunship, ure shield AND hull can be raped, provided u exploit the gunship's agility. i can go headfirst, and do more damage, if i fly in a certain way. any other way, and ill get pwnt by the cruiser's guns.
(though im not going to mention how i fly, if u know it, i suggest u keep it to ureself:P)
Quote:The best way to fix the BH gs is to increase size and decrease agility. Maybe the Liberty gb's agility or something in that ballpark. I'm very much against taking off hardpoints.
If we did that why would we still call it a gunship?
While being quite funny, your sig was the biggest one i've ever seen so far. No more than 700x250 please. ~utrack http://pastebin.com/SYQXBufs
I can only come from the point of view of a Corsair Gunboat, because it's the only capital ship to my name.
Honestly I feel that when I had 2 Order, Zoner, Corsair, and Solaris Turrets firing 'til forever, that something was wrong. I was seriously losing no power and could just keep dishing out damage 'til no tomorrow. Now that I replaced my 2 Zoner Turrets with Gunboat Battle Razors, I truly do have infinite power against fighters and can fire my Battle Razors for a very long time against capital ships. However unlike other gunboats out there, I know the Corsair one isn't the most agile and has a lot of turrets and all 8 of them can fire forward and backward.
In PvP experience, I only fought against other capital once in it -- the Bounty Hunter Gunship. Whoever had it mounted 4 Liberty Turrets + 2 Cerbs (which I hate so much...) couldn't really drain my shield and I eventually killed it after probably some 15-20 minutes.
But seriously, I shouldn't be able to fire regular turrets forever and ever and ever. There should be some strain on the power plant (that is, drain > regen) after some time of firing the turrets. I'm eventually going to replace my Gunboat with a Cruiser, but that's a whole other subject.
I know there was another thread on capital weaponry out there (I read it this morning or last night) and I would also love to see a difference in capital weapons from each faction/house. This way, maybe we can have some variation and perhaps even be able to drain a 500,000 power plant.
' Wrote:Kusari Destroyer does need an upgrade, thats for sure.. Though its not as bad as you say Eppy.. Its probably your loadout.. If done correctly you should be able to take down any GB 1v1. 2 GBs isn't likely to happen though, which is one more reason it needs an upgrade.. Any other cruiser can take out 2 GBs, Kusari one can't.
Upgrade the destroyer :nono:... I personaly saw a guy take down 7 or 8 NovaPG's with one, gunboats, bombers, even the battleship... that ship is about as large as the corsair gunboat... not to mention it has cruiser firepower...
Just about every other cruiser (except battlecruisers) should be upgraded though...
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Kusari destroyer an upgrade? Seriously? It's the same size as the Toolbox, and has stronger guns + can mount a Mortar.
I'v compared it yesterday to Corsair cruiser.. And guess what? It's 3-4 times smaller.
So, yes, it has less guns, but it's much smaller then any other ship in it's class.
It is also very easy to dodge a Supernova in it, if you know to fly it.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
every kusari capships seems small... comparatively, kusari battleship is way too large considering... its even larger than the liberty dreadnaught, which is strangely the smallest...
I've been flying the BHG gunship, the Liberty gunboat, and the Orca gunboat a lot recently. A few thoughts:
1) The BHG gunship and capship armor issue is more because the the mkVIII is smaller (250 vs 300 cargo) compared to the other capship armors. Making it 300 like the others makes better sense to me than reducing the BHG's cargo size even more, since at 280 it's already much smaller than the 400 cargo of the other gunships. Once you can't mount the capship mkVIII armor on the BHG gunship any longer, its tiny 55000 base armor (half of other gunboats') will hurt them a LOT more.
2) The BHG gunship is only too agile because it has the same number of forward turrets (6) compared to other gunboats. Of the BHG gunship's 3 top turrets, the two back ones look like they'd be firing *through* the forward one when you mount larger turrets on them. So the solution IMO is just to make the rear two topside turrets have rear firing arcs only. With only 4 forward turrets, you'd avoid the swiss-army knife syndrome. Mounting normal guns on all 4 turrets makes the BHG a great anti-fighter gunboat with its agility, but start slapping razors or infernos on with only 4 forward turrets to play with means it's hard to have a loadout that's good against both fighters *and* other capships. You'd have to choose either capship guns + agility against other capships or anti-fighter guns + agility against fighters, but not both like you can right now. Any way you slice it, four gunboat cerbs is still a ton of damage for a ship of its size and agility.
3) The liberty gunboat needs to have its rear aft turret reduced to rear-fire only. As it is right now, it fires forward through the ship's hull. This also brings its number of forward turrets more in line with the other forward-gun gunboats.
4) All gunboat energy regen needs to be dropped to 50k or so instead of the current 65k. Gunboats are fine vs fighters/bombers IMO (that's their job after all), but as it stands right now gunboats have too much energy to spam forward-guns/razors/infernos against other capships. With its current energy, even if you went all regular gun turrets you'd *still* need multiple cerbs just to lose any energy at all while firing, which is just silly. Gunboats shouldn't have enough energy to go toe to toe with cruisers in a razor/inferno shootout (or to swarm battleships as well as they do now), especially since cruiser weapons are much less energy-efficient.
5) All of the gunship forward guns are much too energy efficient (twice that of razors, in addition to having twice the damage and twice the firing rate). They all need some combination of decreased damage and/or increased energy cost -- they're like infernos with hull damage right now, with only somewhat slower projectile speed.
I love gunboats as anti-fighter capships and would still fly them after a nerf, but they're definitely too well-rounded right now.
Quote:4) All gunboat energy regen needs to be dropped to 50k or so instead of the current 65k. Gunboats are fine vs fighters/bombers IMO (that's their job after all), but as it stands right now gunboats have too much energy to spam forward-guns/razors/infernos against other capships. With its current energy, even if you went all regular gun turrets you'd *still* need multiple cerbs just to lose any energy at all while firing, which is just silly. Gunboats shouldn't have enough energy to go toe to toe with cruisers in a razor/inferno shootout (or to swarm battleships as well as they do now), especially since cruiser weapons are much less energy-efficient.
My liberty gunboat has 7 liberty gunboat defense turrets and it's forward gun. Even with one turret turned off (to simulate making that top rear gun rear-arc only), I still run out of firing energy after about 15 seconds of shooting. The forward gun itself uses up a good 1/8th of the total energy ont he ship. It regenerates quick, but still doesnt allow me to fire all my weapons at normal speed once my energy drains down to rock bottom. It cuts my forward gun firing time in half, give or take.
And as for my input on the thread... we need a Junker specific gunboat.