Cap ship weapons are generally not restricted at the moment. But this could soon change, what with the weapons RP tightening going on around here, which is a good thing.
Buy weapons that you can only get from say, a Corsair or Zoner base (I bought all 8 of my guns from a single zoner base).
I would not recommend getting more than two nomad weapons on your gunboat, as it will start to look seriously out of RP though...
But as I said, right now cap ship weapons aren't restricted, as there is only one shield buster, which belongs to the outcasts and the Mortars and Battlerazors being Corsair, Order and allies only. This will be fixed in 4.84, so the restrictions will move on to cap weapons to.
Forget the GB Battle Razor. Drains very much energy and deals less damage in the same time, than a Basic GB Turret. I have no experience with the Infernos.
Oh, and forget the missile turrets to.
The best balanced Turret for the Corsair GB is imho the Rheinland GB Turret, but many would say it is out of roleplay.
The next better ones are the Liberty GB Turrets (not the GB Defense Turrets) available from your ally, the Order.
Both turrets will give you a strong, constant flow of firepower, your power generator can deal with.
Can you put a SPOILER above posts like that in future please?
Ill agree with the razor, the missile turrets I use and can kill more or less most fighters and bombers with them, you just gotta know how to use 'em.
The Rheinland gunboat turret must be used in tandem with other turrets to produce the best damage ratio if you have six gun slots to play with (i use two missiles...).
i think it depends on what role you wish to play in your gunboat. i would not say "forget about the missiles per se", because if you are playing in a team, a gunboat with guided missiles can be a very efficient fighter defense. other than that - cerberus turrets are nice, if you wish damage - and can live with short bursts of fire.
if you want to do sustained fire, nomad turrets are not too bad. average damage is done by normal gunboat turrets, i think. the corsair / solaris rapid fire turrets are bad, imo. only refers to the gunboat versions of those. i think the corsair turret does 196 at a rate of 8.33. compare it to a sunfrenzy 3 fighter weapon that does 230 or so at 8.33 ( of course that one is not a turret ).
personally, i like a combination of nomad turrets and cerberus. allthough i m not sure what the deal is with nomad turrets. i mean roleplaywise. ( nomad turrets don t have a model, i m not sure if they can be damaged by enemy fire )
Just as an armament Spoiler..On my two Gunships, Rathebone and Zavier_Benitez, I have taken down several destroyers, and an Albatross practically by myself (The Albatross I had another gunboat
With me, though).
The armament that works for me best is either 6-8 Order Turrets and 2 Nomad Turrets. (6 order and 2 Nomad give you alot of firepower that you can sustain for around a minute of supressive fire, wheras 8 Order turrets give you slightly more damage for only around 20-30 seconds of supressive fire.)
"Freelancer Alpha dash niner, this is Freeport 7 control, You are cleared for departure. Good luck out there."
Soldato Zavier Benitez, Benitez flight instructor.
My GB is made for lone ops - trade interception when I don't have anyne to call for help. 3 infernos, 3 cerberus and 2 missssles. Works in most situations, but I run out of power rather quickly. And while the missles do work... it's very hard to hit something.
quite amazing how much gunboats vary. my kusari gunboat has only 4 effective front guns - not counting the main gun that only fires straight. when you only have 4 guns, your choice is a lot more limited - explains why there s all those reports of gunboats taking down destroyers singlehandedly.
i met a kusari destroyer the other day, and even with sustained chainfire of 2 cerberus +2 nomad turrets, the shield of the destoryer did not even buckle a bit. well, i saw a few pixels move ( the usuall decharge, recharge ). i don t believe any other equipment would have shown any greater effect, not even infernos, which are way out of roleplay for my char then - and drain too much energy anyway for that little GB.
on the other hand, i was able to take down a rheinland gunboat. i don t know if this one has very different stats, but the fight appeared quite even to me. i ended up with zero bats, and like half the bots left but a hull at around 60%. and the rheinlander was taken down. - but then, i have armor VIII - so thats of course an advantage, dunno if the rheinlander had the same. no time to scan.
since we are talking about nomad turrets on a gb, i dont prefer then at all. at one point i had them, just to see how they felt in my setup, but i found out that their projectile speed is way too slow to my liking, and rate of fire is like 2. cerbs, obviously drain much more energy, but have a much longer range and fire at a constant 4. whoever mounts corsair/solaris gb turrets... the only thing you will be doing is wasting a turret hardpoint.
with my current loadout for my corsair gb, i took out a kusari destroyer first, then a dragon gb without even breaking into my nanobots. the guns play a part yes, but also the way you fly the ship.