' Wrote:Cruiser missiles carry one advantage that's not yet noted. They track AND have the biggest range of any weapon in the game, BS missiles included. They outrange battleship missiles and mortars. So if you're someone who likes to pepper the enemy from extreme range, missiles will be for you (especially after 4.86 when the shield hits register properly). They're best treated as torpedoes - anticap weapons mainly used against enemy cruisers and battleships - and the occasional gunboat that doesn't turn fast enough. Most typical cruisers use a mix of mortars and standard or solaris turrets. Solaris cruiser turrets do not have the dreadful swing rate that makes them difficult to use.
The problem is, that their tracking doesn't seem to be working at the moment. At least not in bigger fights with more ships involved. Haven't seen the same happening with BS missiles though, maybe the range calculation for tracking is buggy or something?
For the missiles, it depends on your own taste and style to play. Some people know how to use them well, some others tend not to do. For the Armor, I'd always go for a cap6, since it's the best on regarding price and benefit.
Sometimes you just need more range. 4k is not enough in some cases so in this cases missiles should be handy but don't forget that you need to learn how to sub-target your enemy in order to use them vs shield too, about the cruisers in general- they are the most fragile class of capitalships, battleships have a lot of gun power and strong hull, gunboats have fast guns and nice agility and supreme shield for their class.
Cruisers have weak shield, weak hull , slow rotating turrets that are terrible versus snubs , bad razors and low dps main guns. The only advantage is your range so use it, I would be happy if in 4.86 Light Motars and Pulses get 5k range because on the effective range now(3.7-3.9) you are just too vulnerable to CDs and cruising battleships destroying you a way too easy. With the turret spiting the cruisers will be nerfed greatly again- no way to use let say 1 motar 2 pulses and 2 missiles for long-range bombardment and 2 Razors for anti-snub defence, I hope at least Razors will be buffed in order to kill bomber with single shot not with 2 like now. Because cruisers need not 10-12 turrets but at least 4 heavy weapon slots and 10-12 light in order to be useful with the new concept.
May be faster cruise engine charging will work too.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Sometimes you just need more range. 4k is not enough in some cases so in this cases missiles should be handy but don't forget that you need to learn how to sub-target your enemy in order to use them vs shield too, about the cruisers in general- they are the most fragile class of capitalships, battleships have a lot of gun power and strong hull, gunboats have fast guns and nice agility and supreme shield for their class.
Cruisers have weak shield, weak hull , slow rotating turrets that are terrible versus snubs , bad razors and low dps main guns. The only advantage is your range so use it, I would be happy if in 4.86 Light Motars and Pulses get 5k range because on the effective range now(3.7-3.9) you are just too vulnerable to CDs and cruising battleships destroying you a way too easy. With the turret spiting the cruisers will be nerfed greatly again- no way to use let say 1 motar 2 pulses and 2 missiles for long-range bombardment and 2 Razors for anti-snub defence, I hope at least Razors will be buffed in order to kill bomber with single shot not with 2 like now. Because cruisers need not 10-12 turrets but at least 4 heavy weapon slots and 10-12 light in order to be useful with the new concept.
May be faster cruise engine charging will work too.
I've got my cruiser now and I tried a couple of setups, neither of which were successful. I found out that you can mount as many missile turrets as you like, but only 1 will fire at a time. Ditto for light mortars.
Eventually, I went for 1 missile turret, 1 light mortar, 3 pulse cannons and the rest anti-snub turrets.
This takes out snubs quite effectively and the heavy armourment drops gunboats in no time at all. I haven't tried it against another cruiser yet and would run like hell if I even saw a battleship, since my primary role is recon/anti fighter.
I'm still trying to figure a way to manoeuvre whilst firing in turret mode , rather than just going in a straight line waiting for the SNACs to hit you.