Raveons Talon cannot fire a Super Nova. And I'd suggest getting a TCD for your ship, or else you won't be collecting many bounties. No pirate is gonna keep fighting once they're beat. (At least no real pirate should).
Heavy CM is a capital ship CM and uses far too much energy on a fighter to even be considered useful. Go with Enh. CM.
Adv. Cargo scanner seems to have clear advantage over the Discovery Scanner. With a longer scanner range you can see what ship your opponent is flying without getting too close.
Nuke mine is deffinately better than a screamer for Fighters.
Your gunload out is entirely your preference, though. As long as its' in-rp. The only thing I can say is make sure your weapons' projectile speeds match closely, usually within 100-50m/s of each other is ideal. Having weapons thats' speeds vary too much will throw off your aim. Also, with an energy expensive load out like the one you're going for, make sure you make use of weapon groupings.
Arches are bad choices for fighters (and debatable on bombers), go with Fury 5s if you're neutral. Go with a Train CD unless you know how to use anything else. You might consider a Cannonball or Sidewinder to replace one hullbuster as well. As for mines, Nuke is fairly all around, so that will work. Advanced Cargo Scanner is the best, so that's your choice.
1. the turret isn't forward firing, and really you won't use it that much. Equip whatever you feel like
2. For shields, look at who you'll be fighting and what kind of weapons they use, choose the shield that defends best against them.
3. For CD/Torp, You can't have the reinforced CD or the SNova. They both require more energy than you have on the RT. Think about what you'll be doing. The TCD is good for interception, but you might not necessary be intercepting. The mini-razor is probably a pretty safe bet. The inferno is also good, but it is more of an unlawful outcast weapon.
4. Scanners... I'd go with the Advanced Cargo scanner, but that's mostly personal preference on whether you want to scan the hold, or target the player.
5. With countermeasures, the heavy countermeasure is caps only, your RT can't use it.
6. Yup, the enhanced thruster is the best for a merc.
7. There are three realistic options for your mine. The nuke, the screamer, and the ripper. The screamer is anti shields. One hit will take most any fighters shield down. The ripper is pretty conventional, good all round damage, honing, and speed. Then there's the nuke. Not as fast, but with a lotta damage and blast range.
As a general note, don't always load up too much ammo, you'll go broke doing that. I won't talk about guns, because that is always a matter of personal preference. I can't recall the specific stats of the Codies you want, but they'll cost you a pretty penny. You could still get some good guns a -lot- cheaper. Remember, always stay in RP and you'll be fine.
' Wrote:How can I fight off gunboats without a torpedo? It'll take ages, won't it?
Not really. It'll be a tough fight, but it shouldn't last excessively long.
Quote:And isn't Mosquito CD better than the Train CD?
Negative. Mosquito is supposed to be anti-missile, now... Dunno know how well it works. Either way, if you plan on stopping anything bigger than a fighter, Train CD is the best bet.
Quote:Anyways I'll take the Advanced Cargo Scanner over Discovery Scanner,
Nuclear Mine and Enhanced Cruise Disruptor.
Just need to choose a good all-around weapon loadout.
Thanks for replying so fast.
Guns... Fury 5s or Vampire 4s (Zoner and IMG respectively) are good suggestions. You don't NEED to mount class 10 guns on the class 10 mounts. As a matter of fact, it is often better not to, considering codename weaponry use a lot of energy compared to class 9 equivalents.
Missile launchers aren't really necessary. But if you feel you want it, only take one. And choose either a Cannonball or Sidewinder. I, personally, prefer a Cannonball to keep the enemy on his toes. Cannonball can be unwieldy, though.
Vampires are IMG weapons, and the IMG is a faction in and of itself. Unless you're working for them, that really shouldn't be a first option. Fury 5s are excellent, in any case.
Anyways, Cannonball deals heavy damage, but is a little slow on tracking. Sidewinder does noticeably less, but is very maneuverable and hard to dodge. Both are good choices.