Alright so here is something I've observed and I cant think of a way to get around it.
specifically observed from the point of view of a liberty rogue gunboat, but I observed same strat was used vs another liberty gunboat(the one with the higher armor upgrade won).
A fighting style I've seen used but the liberty gunboat with an all lib turret setup( but would work for any heavy gunboat with reasonable firing arcs) is turret view fighting. To do the liberty gunboat player rebinds his flight keys (turning and pitch) to wasd. Then using turret view and zoom they maneuver to keep their gunboat as close to the enemy gunboat and are able to keep their turrets firing accurately 90% of the time.
Cons: Defensively they cant maneuver well because strafing while using the wasd keys to steer and the mouse to aim and keep the camera alined is practically impossible. Also if in a field with movement restricting debris or asteroids it is very difficult to see and maneuver in turret view.
Pros:This is advantageous to a heavy gb because their armor is their main defense and they can just get close and overpower anything with lighter armor.
Now this would just be a cool strategy and I wouldn't care except I don't see any good counters to it for a light gunboat.
A light gunboat using a turret setup would simply be overwhelmed by the armor of the larger gunboat.
Now I fly a liberty rogue gunboat with a razor/pulse setup. I cant use turret view because I need to be able to turn, strafe, engine kill, reverse and thrust in only a few moments(to many keys to do with one hand). If I don't, I take hits and my ships armor just isn't good enough for that.
The best strat for pulse razor is a joust, but a turret view gb makes turns and maneuvers meant to keep close while never letting up with the turrets. Defeating the main point of a joust which is to get one or two powerful shots in then leaving the enemies firing arc.
The next idea was to hit then get out of the other gunboats firing range(or ranged needed to hit consistently) but similar speeds and accuracy made that impossible. Kiting wouldn't work because if out of range of the turrets pulses and razors aren't hard to dodge even without strafe.
The only idea that seems plausible is to face one in an asteroid or debris field. but that still means that in open combat the liberty rogue gunboat will be at a disadvantage to the most common gunboat it faces. Is my light gunboat doomed to be useless against gunboats? In general light gunboats will be at disadvantage vs heavier.
Unless someone can give me a strategy that could beat this this is what I must assume.
Role play I guess this could make a little sense(navies being stranger than pirates) but I would rather have balance.
So I guess what I'm asking is for someone to show me a tactic that could let a lighter gunboat match a heavier one or suggestions on how light gunboats could be buffed and maintain balance.
Be quick,
Be efficient,
Be powerful,
The correct way to pirate
If you have a tighter turning radius, you can turn ahead of the enemy--you will be able to shoot him and he won't be able to shoot back.
Also, turrets have max range of about 900 while pulse and razor have a max range of 1500, so its possible to maintain distance of 1000-1400 and shoot through the rearview mirror. You can do this until his hull starts to show damage, then turn around to let him engage, pull into a tight spiral and finish him off with turrets.
Since the other gb is in turret view it doesn't matter that I can turn faster, he can turn while still maintaining accurate fire with his turrets. Secondly at 1000-1400 pulses and razors are not very hard to dodge, and even if you don't strafe. Even if one could maintain good dps at 1000-1400 range all the heavy gb would have to do would be adjust speed or turn forcing other to react.
Be quick,
Be efficient,
Be powerful,
The correct way to pirate