But how many? If I mount too many I'll be ganked by caps. I had two but I thought why am I wasting these things for that?
Right now I have one BS BR a Mortar one LM and one cruiser pulse. the rest are BHG cruiser turrets, they're slightly faster (and more RP) than RM ones, but I doubt it'll make a difference.
The Bullhead works with either 2 or 3 light mortars - nothing says lovin' like popping 3 LM's at an enemy cruiser.
My loadout at the moment is - simply due to the number of attacks that I get from smaller ships - 2 LM's, 4 BHG cruiser turrets, 4 Solaris, and I switched to 2 flaks on the BS turret hardpoints. Put the Solaris and the flaks so they can fire to the rear, makes those bombers coming up behind you have serious issues.
But for going after caps - it's a case of who and what you're going after. Heads up, the Bullhead can own the Reshpeh Recon cruiser, but has issues with the Carrier. Two on 1 it can take on a Carrier and win, and MIGHT be able to take on an Osiris, although you'll lose one of the Bullheads for certain.
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
' Wrote:The Bullhead works with either 2 or 3 light mortars - nothing says lovin' like popping 3 LM's at an enemy cruiser.
My loadout at the moment is - simply due to the number of attacks that I get from smaller ships - 2 LM's, 4 BHG cruiser turrets, 4 Solaris, and I switched to 2 flaks on the BS turret hardpoints. Put the Solaris and the flaks so they can fire to the rear, makes those bombers coming up behind you have serious issues.
But for going after caps - it's a case of who and what you're going after. Heads up, the Bullhead can own the Reshpeh Recon cruiser, but has issues with the Carrier. Two on 1 it can take on a Carrier and win, and MIGHT be able to take on an Osiris, although you'll lose one of the Bullheads for certain.
I'm thinking of swapping 4 BHG turrets for the 4 sols but thing is with the Mortar is it's on the BS hardpoint it's real bitchy when trying to hit targets on the opposite side of the selected hardpoint or even on the same side while really close or towards the the rear (while level with the enemy. I have the anticap because of the inferno and the mortar (which is like 2 1/3 Light ones) I don't wanna give up completely on the regular turrets because I would be struggling to hit Gunboats. That might make the BR unnecessary If I drop the BR I could mount a BS pulse cannon, which would be an even greater plus for anti cap.
If I do consider your advice this my setup will be :
1x BS Pulse (or just keep the BR)
1x BS mortar
1x Light mortar (on the most versatile part of the ship).
1x Cruiser Pulse (on the second most versatile part of the ship).
4x BHG turrets (or any regular cruiser guns on top).
4x Cruiser solarises (2 on the chin and another 2 on top).
Might have energy issues with all those mortar and pulse
The cruiser pulses is nothing to worry about, the mortar can exactly be fire right after the other like the LM but it's no biggie other wise even the BS pulse won't be an issue al long as I'm careful.
-3 light mortars (get them situated so you can fire them forwards and backwards)
-the rest of the hardpoints filled with cruiser turrets
With practice you can put the zap on bombers with normal cruiser turrets. Solaris turrets are woefully short-ranged and any bomber worth his salt will lob SNs at you from beyond their maximum range.
Simple but it works, plus with the power of BS pulses (which use startalingly little power), you can rip the sheilds from any opponent, giving you a rather large advantage in head on combat.