Why are flaks necessary? I was advised to mount cerbs/prims/solaris. Do they dissipate SNACs or are they for anti-missile duty?
Also, why do the solaris gatling turrets seem to fire in such a wide spread? The projectiles never converge on a point. Is this intentional to make it easier to consistently hit small, fast targets?
The gatling turrets have that spread intentionally. If you don't like that, mount standard solaris.
FLAKs deflect missiles and torpedoes.
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This is kind of getting off topic but what would you recommend for neph loadout? Also having primaries at all seems awkward when we have cerbs. Firing cerb+prims gives more dps but you drain your energy faster + you have the awkwardness of 2 sets of anticap guns w/ diff range and speed.
' Wrote:This is kind of getting off topic but what would you recommend for neph loadout? Also having primaries at all seems awkward when we have cerbs. Firing cerb+prims gives more dps but you drain your energy faster + you have the awkwardness of 2 sets of anticap guns w/ diff range and speed.
It's indeed quite offtopic here, but what are you going to do against cruisers, if you don't have missiles? If you don't have BS secondaries on light slots (that reduce your anti-snub capabilities, compared to solaris), you'll get soloed by an AI cruiser with 2 cerberus guns in close distance. I've been able to solo an experienced cerberus-only Ranseur in a thannie, using cerbs only, and thannie, while having a good shape, is currently most unagile cruiser in the game.
Having cerberus/mortar only setup means having a very narrowly-specialized ship, that is uncapable of providing proper fire support against wide range of targets, namely cruisers and gunboats.
Of course, example of cerberus-only cruisers soloing you is just to show how bad can it be. Usually, they'll be just hitting you with LMs from safe distance.
' Wrote:It will stay as is yes. Incidentally, turning to the broadside eliminates the "advantage" as the edge of the model comes closer to the weapons itself. Only true solution to this problem is to stop making massively sized battleships. Seriously, the warturtle was big enough...
' Wrote:It's indeed quite offtopic here, but what are you going to do against cruisers, if you don't have missiles? If you don't have BS secondaries on light slots (that reduce your anti-snub capabilities, compared to solaris), you'll get soloed by an AI cruiser with 2 cerberus guns in close distance. I've been able to solo an experienced cerberus-only Ranseur in a thannie, using cerbs only, and thannie, while having a good shape, is currently most unagile cruiser in the game.
Having cerberus/mortar only setup means having a very narrowly-specialized ship, that is uncapable of providing proper fire support against wide range of targets, namely cruisers and gunboats.
Of course, example of cerberus-only cruisers soloing you is just to show how bad can it be. Usually, they'll be just hitting you with LMs from safe distance.
I don't understand. Cerberus turrets' main drawback is slow projectile speed. If the target is close to me, doesn't that just make it easier to hit them? The class 10 slots on a Neph can fire in almost any direction. We'd each be able to hit each other with 2 cerbs, but I'd win because I have way more hull/shield than he does.
If they're far away and moving faster than my cerbs can track, then it seems like I should just cruise to close that distance. The extra 200 m/s of primary turret projectiles isn't going to make them useful in that regard. So it seems like the only reason you'd want to use your prims at all is if you didn't mount any cerbs, and instead put missile/mortars in those 4 slots.
' Wrote:I don't understand. Cerberus turrets' main drawback is slow projectile speed. If the target is close to me, doesn't that just make it easier to hit them? The class 10 slots on a Neph can fire in almost any direction. We'd each be able to hit each other with 2 cerbs, but I'd win because I have way more hull/shield than he does.
If they're far away and moving faster than my cerbs can track, then it seems like I should just cruise to close that distance. The extra 200 m/s of primary turret projectiles isn't going to make them useful in that regard. So it seems like the only reason you'd want to use your prims at all is if you didn't mount any cerbs, and instead put missile/mortars in those 4 slots.
you won't be able to hit an experienced cruiser pilot at 1.5k much with your primaries (if it's a good cruiser, not some fat cow), not mentioning your cerbs. If you don't have missiles, Secondaries are your only option. (well, and Razors, but that's whole different story with turret splitting and heavy slot locations...)
Secondaries reduce your anti-snub capability, especially capability to support allies that are hugging you.
Some of the players won't agree with me on that one, though.
With turretsteering, a proper gunboat in proper hands will be able to evade cruiser (basic turrets) fire from 500-600m, while running from it. Not sure if it was intended, but this is how things are, at the moment (thats also why I love to put solaris turrets on cruisers)
Uhmm.. Well it's been a good while since I've had missile turrets on my BS, but from what I remember a while ago, BS missiles turn really slow. How is a slow-turning missile supposed to hit a close-range target that's moving so fast my prims and cerbs can't hit it?
I also sort of doubt a cruiser is agile/fast enough to dodge as you describe.. A gunboat, sure, but a cruiser? That's still a fairly big target at 1.5k.
Also, at 1.5k, my solaris gatling turrets can hit them. Even if only 10 of the 16 are in LOS, that's 44k/22k dps. Far more than the missile turret, which does 180/90k with a refire of .05, so that's one shot every 20 seconds no? Which equates to... 9k/4.5k dps.
' Wrote:Uhmm.. Well it's been a good while since I've had missile turrets on my BS, but from what I remember a while ago, BS missiles turn really slow. How is a slow-turning missile supposed to hit a close-range target that's moving so fast my prims and cerbs can't hit it?
I also sort of doubt a cruiser is agile/fast enough to dodge as you describe.. A gunboat, sure, but a cruiser? That's still a fairly big target at 1.5k.
Also, at 1.5k, my solaris gatling turrets can hit them. Even if only 10 of the 16 are in LOS, that's 44k/22k dps. Far more than the missile turret, which does 180/90k with a refire of .05, so that's one shot every 20 seconds no? Which equates to... 9k/4.5k dps.
I've been on the both sender/receiver ends.
Once again, I've provided an example of cruiser at 1.5k to emphasize, that it definitely won't be easier to hit it at a higher distance of about 2.5-3k. This is where your missiles come into play.
As for missile DpS - yes, they're way underpowered currently. But I hope that balance team acknowledges it as well.
//ok, i'm done with the offtopic here, create another thread if you wish to discuss that, please)