Hey all, I'm back from a government-mandated hiatus, and while I was gone I forgot everything I knew about caps. And as I come back from playing with VLS, Disco gets VLS! Liberty Ticon gank when?
Anyways, I'm hoping I can get some community input as I work towards funding three destroyer/cruiser/BC builds.
First, though, these missiles!
"Marauder Missile - Cruiser
Devastator Torpedo - Cruiser
Trinity Torpedo - Medium Cruiser, Heavy Cruiser and Battlecruiser (Light Core can't launch this)
Desolator Missile - Cruiser"
Are these worth getting?
Anyways, on to the ships...
1. A GRN Triumph DD or Obstinate BC. I don't know anything about the Triumph. Is it a good DD? Is there anything useful to put in that downward-facing gun or is it really just a flavor piece?
2. A Kusari Komainu BC. I've spent the most time playing with these but like I said, I'm still hopeless. I don't know how the patches and updates have changed her.
3. A BAF Crecy DD. Literally never flown one before.
So, basically, how do I build to fight caps, and possibly not get slaughtered by snubs in the process? I always rolled in some remote/niche stuff without much time to organize on the forums, so my PvP experience (especially vs. caps and groups) has always been lacking.
I do want to be able to take on caps, and I think it's apparent that I am gravitating towards the BC / heavy DD range. Are builds centered around these new missile armaments viable? How does one build for anti-cap? I presume with a mortar and a pulse, but then again, my capfighting experience starts and ends at gank missions in New Hampshire many years ago, and one or two of the famous Texasburg raids.
I don't even know if I'm asking the right questions, but I would appreciate any input and/or advice! If this has already been asked and answered, just point me in that direction.
I can answer about the Obstinate by telling you I fly one, and that I don't regret it.
You're not gonna kill anything bigger than you without some skill, but it makes a good support cap.
Good firing arcs, good turret placements.
I have no idea about any of the others though, sorry.
(03-08-2018, 06:54 AM)suppy Wrote: "Marauder Missile - Cruiser
Devastator Torpedo - Cruiser
Trinity Torpedo - Medium Cruiser, Heavy Cruiser and Battlecruiser (Light Core can't launch this)
Desolator Missile - Cruiser"
The Desolator kicks serious ass for anti cap, the others I don't have much experience with.
(03-08-2018, 06:54 AM)suppy Wrote: 1. A GRN Triumph DD or Obstinate BC. I don't know anything about the Triumph. Is it a good DD? Is there anything useful to put in that downward-facing gun or is it really just a flavor piece?
The Triumph was intended to get a rather large turn rate buff but I screwed up plugging in some numbers so its still pretty slow for its class. The downward gun doesn't actually fire. Its strengths are its shape, decent armor for a light destroyer, and good coverage with primary turrets. Its weaknesses are (currently) slow turn rate, and limited arcs on its heavy hardpoints.
The Obstinate I haven't flown, but I'm told its one of the best battlecruisers in the game due to its shape and size.
(03-08-2018, 06:54 AM)suppy Wrote: 2. A Kusari Komainu BC. I've spent the most time playing with these but like I said, I'm still hopeless. I don't know how the patches and updates have changed her.
I haven't flown one recently, but it used to be one of the better battlecruisers in the game due to its shape. I imagine its still upper average for its class.
(03-08-2018, 06:54 AM)suppy Wrote: 3. A BAF Crecy DD. Literally never flown one before.
This thing is tiny, dodges easily, and has great arcs on all of its guns. Paper thin armor for its class, though.
(03-08-2018, 06:54 AM)suppy Wrote: So, basically, how do I build to fight caps, and possibly not get slaughtered by snubs in the process? I always rolled in some remote/niche stuff without much time to organize on the forums, so my PvP experience (especially vs. caps and groups) has always been lacking.
I do want to be able to take on caps, and I think it's apparent that I am gravitating towards the BC / heavy DD range. Are builds centered around these new missile armaments viable? How does one build for anti-cap? I presume with a mortar and a pulse, but then again, my capfighting experience starts and ends at gank missions in New Hampshire many years ago, and one or two of the famous Texasburg raids.
I don't even know if I'm asking the right questions, but I would appreciate any input and/or advice! If this has already been asked and answered, just point me in that direction.
Your best bet is using cerbs to both brawl caps and snipe snubs. You can't really perform well in both of those fields with missiles. None of the destroyers you mentioned are anywhere near approaching the heavy end of the spectrum and have only two heavy slots each. Battlecruisers on the other hand underwent a major rework, and have been scaled up and given their own weapon classes, bringing them closer to battleships.
If you want a good heavy cruiser and don't care about what faction you're playing as, I'd recommend a Donau or Thanatos.
So, the way I'm currently building my BCs is with a Predator/Marauder missile, 2/3 cerbs, prims and a pulse, and then 2 flaks + all secondaries. Does that sound viable? From the research I've done, the missiles are pretty good but in live testing they feel pretty sluggish.
Are those heavy slots better filled with a mortar + cerbs than a missile launcher, or is straight cerbs the better option?
For a DD, would you suggest, in the heavy slots, a missile turret with cerbs, or should there be a light treb/mortar? Or perhaps, straight cerbs?
I flew a Donau for a while and really loved it, but I care more about the RP/faction than the ship.
On my BC I use just 2 trebs, 2 emps and the rest are turrets. No cerbs. Takes forever to kite a BS but can be done. It's mostly for anti-cruiser/smaller.
Not a personal fan of missiles, really. I agree with you that they feel sluggish.
(03-08-2018, 06:54 AM)suppy Wrote: Trinity Torpedo - Medium Cruiser, Heavy Cruiser and Battlecruiser (Light Core can't launch this)
Last patch buffed Trinity torpedo, any cruiser can use that weapon now. It is not a Battlecruiser weapon anymore
Battlecruiser missiles are
Apocalypse Missile - Anti Battleship/BC long range support missile
Javelin Cruise Missile - Anti Capital but can miss cruisers
Predator Missile - Anti-Cruiser and Anti-Gunboat
(03-08-2018, 06:54 AM)suppy Wrote: I do want to be able to take on caps, and I think it's apparent that I am gravitating towards the BC / heavy DD range. Are builds centered around these new missile armaments viable? How does one build for anti-cap? I presume with a mortar and a pulse, but then again, my capfighting experience starts and ends at gank missions in New Hampshire many years ago, and one or two of the famous Texasburg raids.
Well, you should use mortar and pulse if you want to stay at safe distance. Missiles are easy to counter but it is up to you, they do more damage than standard weapons and can destroy hardpoints
I'm using Marauder Missile and Light Mortar on my destroyer, because Marauder missile doesnt take that much power to launch and it is pretty good at tracking cruisers and gunboats.
Light Mortar mostly for sniping heavier ships from safe distance.
For Battlecruisers, hard to tell which loadout is good atm last patch changed them again and i didn't had enough time to test all possibilities. I think if you want long range setup go for Single Mortar with good arc if there isnt good arc for single mortar, mount 2 Mortars. If there is good arc for single Mortar, mount Missile or Cerberus turrets to rest of the Heavy slots.
Pulses are pretty good choice for Primary Slots but i think it is not really needed, better to mount 1 BC Pulse and 3 BC Primary Turret or just go for 4 BC Primary Turrets. Because having primary slots will allow you to defend yourself from ships that closing and Mortar/Primary range is nearly same.