' Wrote:You can't make Transports scary without completely ruining a pirates ability to earn cash. Piracy is not the best means of earning cash anyway, but to completely remove all chance of taking down fat transports could mean the death of pirates.
Cannot begin to imagine how much joy would that bring for most of people who spend hours trading instead of 2milordai.
For mean armed transports, ill use analogy of what we are being suggested all the time.
Team up with someobdy to take them down. What, share profits? Not enough cash? Stop complaining, transport has to face that too. Pirates live out of the fact that there are no lawfuls to patrol the area constantly, and on usually superior pvp skill, which make lawfuls patrol shortlived and pirate, not being scared by the house itself, happily pirates on.
Also Del, not all transports are Shire, Atlas has 4.1k cargo and just 7 guns, handles like a brick and is fat. Shire with full purpgoddess guns can take gunboat on its own. however remaining transports are joke. All this how you couldnt get them.
Ive shot pretty much everything that outcasts could fly alone in my bomber. Be it ptrans, ptrain, slave liner, BWT, trains, you name it.
They do not stand a chance against bomber and SNAC. Turrets are a joke. Armor vs SNAC is even bigger joke. Ive been to both ends of this discussion and sadly to say, you all present reasons just to keep pirates in advantage.
Team up as well as I said, or get rid of transport guns altogether. They are total worthless piece of junk.
If you want to live in a transport... do the following:
> have a scout to avoid being caught
> if caught, combine fire of 3 transports at one target (types of turrets doesn't matter, the number of continuous shots matters)
> have a snub in the fight that can keep pressure on enemies (=> Snacs don't hit all the time)
> Share bots and bats between transports
> Have a > CAU 6
After having said that, I'd also like Type 4 to be more useful (energy consumption + very low range make them useless).
The rest seems really okay to me. A mix of these can make attacks on transports dangerous enough.
I agree that a lonely 5k, low armor class (< CAU 5) should not have a chance.
' Wrote:I have two transports, a BWT and an Advanced Train.
The BWT has class 5 turrets and scares the living daylights out of high lvl NPC fighters.
The AT has stock turrets and can't defend itself hardly at all, but it can't be CD'd by NORMAL CD's, so I just run away.
Both of them have AU8. In fact all of my non-warship (including the Ahoudori) have AU8, my 'warships', a corsair and a Battle Cruiser, have CAU6.
The big tip is..... class 5 turrets can be deadly, even if they lack the range of the transport turrets.
Fast refire turrets, which are most of class 5, can really put hurt to a snub, if you get the shield down. Also smaller craft can dodge snac with relative ease, while firing away at the same time. Problem with bigger craft is slow and still useless turrets.
Also, they consume alot of energy, 12 turrets on Shire on all class 5 turrets equal just about 2-3 seconds of constant fire. Truth being told, that dishes out about 60k hull damage.
' Wrote:You would be surprised how hard is it to take down a competent transport pilot.
I would say that number of competent pirates is higher than number of competent transport captain hence the feeling of imbalance.
Yes, that. Transports aren't unbalanced, it's the incompetence or laziness/cheapness of the pilot. A solo fighter or bomber can have a very, very hard time against a solo transport (you, as the transport, should be able to make it to the closest base without any problems). Gunboats can be trickier, though..