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' Wrote:I would mount fighter turrets instead of bomber ones. Its not an easy thing fighting a full goddes chain gun turret shire (maybe a few debs, too) in a snub ... solo.
Any competent bomber pilot can destroy one of those without receiving any damage. The PG's comparative range to the SNAC is extremely low. Bombers have a 1k invulnerability range window to play with.
For fighters, the PGs won't make much difference over transport turrets. A Shire will always be a tough nut to crack for a VHF. But really, other than macho sadists, who pirates in a VHF?
Posts: 6,113
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' Wrote:* jammi raises his hand slowly.
I pirate in HFs, too.
When I've got time, I'm going to try pirating in a LF.
Bombers are for nubs:P
@OP: eh, the question has been answered. You can't mount them.
Admittedly, I'm partial to a bit of Titan robbery. Freighter theft is much more fun though. But still, my point stands. 9/10 pirates will either be bombers, GBs or PTrans'. :P
' Wrote:The PG's comparative range to the SNAC is extremely low. Bombers have a 1k invulnerability range window to play with.
Well that's why they want you to cut your engines, and why I never do. Lot harder to hit me from 1k with a dumbfire when I'm moving around. And if he can hit me while I'm moving around, then I'm going to die no matter what guns I've got. Same for gunboats, you are going to run out of HP before you make it to the next base regardless of the guns you are shooting back with (not true for all freighters but it's true in the general case). Also true for squadrons of VHFs that get multiplier effects from their multiple mines and guns.
Really the only reason for having turrets at all is to slow down the rate of damage you are taking by making the attacker(s) dodge. The transport turrets act like they do this with big damage and wepaons speed but they are so slow to turn and fire that it's very hard to hit fast moving target while also trying to steer towards safe harbor. The best tactic for most transports is to make the attacker(s) line up behind you and then unload some type-2 guns and either destroy them or make them fall back, so that you get more time to escape.
Class 5 achieves the delay effect by making a cloud of pain that they don't want to enter, forcing them to move. You don't even have to aim, just kind of spray in the general direction and they will move. Sometimes you can kill a VHF before he gets out of the cloud but really that's not the point at all.
It's also not worth trying with any ship that has less than 6 turret mounts. Pay up, or do what is necessary to keep the goods out of the enemy's hands, whatever your RP, don't bother fighting back though.
The transports that are capable of acting like small gunboats are strategically different.
And don't use those blimp transports, any noob with a SNAC can hit those
I do it sometimes, but only, if I want to do some comparably easy piracy. I still use my Scimis for piracy, you'll be surprised how much firepower that small thing has.