If the 3 fighter/2 bomber thing is actually accurate that... Kinda sounds perfect to me?
They are largely a escort for the larger capitals and a tiny capital when alone. Holding up two people who are kind of dedicated as a role to clubbing large ships or three other players as one persons perfectly acceptable to me. Especially considering most event engagements are ten players are maximum on either side, rarely get to that point, and it's less likely to get organized numbers in non-events. Not far fetched, but less.
So 5 v 5 you're personally holding up over half their crew just as one person. That sounds perfectly fine! Now, weapons might need to be buffs so they're actually a credible threat, apparently, but that still strikes me as Working as Intended.
In 4.86 the only real role of lawful gunboat was area-denial. Snubs can try to zerg the target, and then leave the area if they cant, but gunboat doesnt have the speed or tools to chase down fighters or bombers. All it can do is sit in one spot and defend that spot from snubs that want to come into the area. Dont know if that has changed any in 4.87. Solaris turrets make this a bit worse since they have less range,so its even easier for snubs to up and leave the area. Missiles may improve it, if you can kill the runners, dunno yet.
They are also pretty good 2-v-1 cruiser killers, but for that you want cerbs and emp weapons.
Unlawful gunboats have other options, especially piracy.
I just got a new Cap8 Montante. What should I put on it? Right now I have 5 Zapper Turrets and 1 missile. Tried it out on some npcs and it seemed to take several Zapper shots to kill them... But I know NPCS were buffed... But after reading this I'm wondering if I should be using Solaris.
It feels pretty weird using a 'beam' weapon and having the beams visually lead the target, yet still hit them.
GBs needed quite different balance approach. Make them all bigger and slower(slower movement in TS mode), give them good guns. GBs were not OP because the guns they were OP because they were too hard to hit, same story with cruisers.
(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.)
(09-19-2013, 01:55 AM)Ursus Wrote: Unlawful gunboats have other options, especially piracy.
Except that half the Transports can thrust faster than them now.
And transport cerbs got buff.
Hell, DPS of transport cerbs are nearly equal to gunboat ones. And transport can support more of them.
I have a bad feeling, that something like ptrans/AT can successfully beat gunboat.
160 speed with more DPS then 140 speed with less DPS, no totally not possible. AT at 160 is brutal. Need to try more the P-transp but I expect the same.
(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.)
Hmm i think its problem cause people wanna have gunship and gunboat all in one.
YOu have to choose for what purpose you will use GB and its easy. Put 6 solaris and youll get anti fighter cap support vessel in military engagements. CAP do real damage zyou guard his a ss .
Or heavy combo with cerberus and pulses (my choose) for playing in group with bomber for cap assault or pirating tranports .
Zapper turrets are good idea but need to be redesigned to fire focusly.