• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 380 381 382 383 384 … 546 Next »
Gunboat Missle Launchers

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3 Next »
Gunboat Missle Launchers
Offline zeinstruktor
07-14-2009, 02:14 AM,
#11
Member
Posts: 277
Threads: 20
Joined: Oct 2008

Frozen, you gotta wait till the missile gets really close to you before letting a CM go and turning away.

Works almost every time.
  Reply  
Offline 11of10
07-14-2009, 05:26 AM,
#12
Member
Posts: 675
Threads: 21
Joined: Feb 2009

I keep the CMs on Autocasting. A friend of mine and I testet a bomber vs gunboat in Conn the other day. As long as I had some advanced cms (not enchanced, mind you) I almost didn't take any damage. After about 70 CMs less.. and some reloads less.. I went ka-poof!

Quote:Be excelent to each other!
  Reply  
Offline reavengitair
07-14-2009, 05:32 AM,
#13
Member
Posts: 3,399
Threads: 108
Joined: Dec 2008

I find in this mod, they are only really good for killin npcs

:S
  Reply  
Offline Hawkwings
07-14-2009, 07:07 AM,
#14
Member
Posts: 781
Threads: 22
Joined: Dec 2007

And how excellent they are at killing NPCs! I've got two of them on a gunboat which I use to go hunt nomads. I got ambushed by 4 nomad bombers and 4 assassins once, beat them all up with not a scratch to the hull!

|| Join the Kusari State Police || KSP Internal Affairs || KSP Message Dump || KSP Feedback ||
||Kusari Criminal Database || Kusari Legal Codex || Kusari Bounty Board ||
  Reply  
Offline reavengitair
07-14-2009, 07:37 AM,
#15
Member
Posts: 3,399
Threads: 108
Joined: Dec 2008

So basically - you want to kill nomads/guard pilots -

Get a missilespammer... -.-
  Reply  
Offline Gemini893
07-15-2009, 05:06 PM,
#16
Member
Posts: 219
Threads: 19
Joined: Mar 2008

' Wrote:Frozen, you gotta wait till the missile gets really close to you before letting a CM go and turning away.

Works almost every time.

So THAT's why they're completely useless in Transports (bigger ships don't turn fast at all). I don't even equip CMs in bigger ships anymore, I think I've seen them work often enough to count on one hand.

Back on topic: I have a Rogue Gunboat. I chose to equip only one missile launcher because I prefer shooting now to waiting till the missile gets there. I don't turn it off though, when I first fire at a new target it lets one fly. I've ever noticed any power consumption issue, but I've only used it against NPC on missions so far.

[Image: Ocm_siggy.jpg]
  Reply  
Offline Montezuma/Kukulcan
07-15-2009, 05:24 PM, (This post was last modified: 07-15-2009, 05:26 PM by Montezuma/Kukulcan.)
#17
Member
Posts: 1,691
Threads: 43
Joined: Mar 2009

The energy issue is only prevelant on light gunboats/gunships, a corsair gunboat can easily fire 4 baisic missiles in a row, but it is one of the heaviest gunboats around. In contrast, a BHG gunship will use more than half its power firing 1.

[Image: montezuma1.png]
  Reply  
Offline FraserTE
07-15-2009, 05:35 PM,
#18
Member
Posts: 697
Threads: 71
Joined: Jan 2009

' Wrote:The energy issue is only prevelant on light gunboats/gunships, a corsair gunboat can easily fire 4 baisic missiles in a row, but it is one of the heaviest gunboats around. In contrast, a BHG gunship will use more than half its power firing 1.


Both my gunboats have double missles

Been raping alot of bombers aim for the thruster after that they are useless

http://signavatar.com/15890_s.gif
First: You've got a picture in there that's 800x286 pixels. The maximum signature size is 700x250.
Second: Your other picture in the rotation fills the full 700x250 boundaries by itself.
With an image that big, you can't fit any text below it. Please fix this.
-Zuke


A sane man must become insane to look sane
In an insane world.
  Reply  
Offline Varyag
07-15-2009, 05:56 PM,
#19
Member
Posts: 1,336
Threads: 23
Joined: Dec 2007

' Wrote:Both my gunboats have double missles

Been raping alot of bombers aim for the thruster after that they are useless

Now thats just sadistic... Has anyone else found that using missiles on a gb actually hurts you from being able to use more guns to kill fighters. I found that if I really want to get my fighter rape on I just use all solaris or all standard turrets and you will tear bombers apart. Hackers gs is really good at this because it dodges snacs well.

Out of about 7 gunboats, I use missiles on one (liberty GB), just for special occations.

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
Reply  
Offline Dab
07-15-2009, 06:49 PM,
#20
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Yes, missiles use more ammo now so they can't be spammed like before.. You know, like Ku GBs with 6 launchers on them that kills anything..

However, the missiles are extremely accurate now. Too accurate. The missiles can turn 90 degrees and hit a fighter going 200ms without any trouble at all.. So no, they aren't nerfed. They're better than before.

[Image: DFinal.png]
Reply  
Pages (3): « Previous 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode