So after taking time off, i noticed i had the brand new refit for the labc, AND IT HAS MORE GUNS!!! YAY!!
well, it has empty slots for new guns. usually id blow millions trying to figure out what i wanted and where i wanted it. but instead of wasting money selling back guns i dont like cus of power usage im here.
Im wondering if anyone has recommendations for hardpoint setup on our new liberty battlecruiser.
im not sure how juiced the power core is in the new one, or how the armor differs. But im interested to see some setups that dont overclock the core but are still effective in patrolling them liberty trade lanes.
It's hard to overwork the core... I can spam 5 primaries, fire 3 pulses (2 are BS), fire 2 LM and a BR, and have 20% left while still spamming the primaries. Its pretty much OP
Figure out which points have to be used for the higher weapons, then work backwards from there. I have 2 BS pulses on the class 8 slots under the wings, and a BS flak turret on the class 9 slot. 1 BR on top for 360 coverage, the rest are 2 regular pulse and either primary turrets or solaris turrets (still testing).
Try to keep turrets of the same type in the same relative position on the ship, otherwise the targeting crosshairs get wonky.
' Wrote:It's hard to overwork the core... I can spam 5 primaries, fire 3 pulses (2 are BS), fire 2 LM and a BR, and have 20% left while still spamming the primaries. Its pretty much OP
' Wrote:Do a mix of pulses, solaris and a LM (or if you feel like using normal guns, use cerbs, too)
i hear about ppl using pulses alot, but im not particularly good at hitting rogues with pulses. however i noticed bs solaris are amazing, shoots like a gatling gun haha
Dunno, but on bullhead (same amount of heavy/BS slots, same powercore)
Lvl9 - primaries, and only primaries. Nothing beats em there.
Lvl8 - flaks are the the best and only option, for torpedo/missile defence, and due to low number of available lvl8 slots (usually 1-2)
Lvl6 - full solaris. Might go full primary, but on BCs I'd advise against that. They don't work well with primaries due to 200m/s difference in projectile speed.
Now, interesting part.
Lvl7- you either place 2 mortars and 2 missiles, or 4 cerberus, or 2 cerberus 2 missiles.
I guess 2mortars 2 missiles setup is "standart" one.
What happens if you go 4 cerberus? You gain extreme firepower at distances lower then 1800, and a great aim, since cruiser cerberus have the same projectile m/s as primaries, at the best energy effeciency.
"But what will I do without mortars?" Well, your primaries have a 3k range, and are still capable of draining your powercore at 0.285 DpE (more like "eat" your power regen at 168k/sec, so no energy gets wasted over time) , while your mortar eats your core at 0.15 Damage per Energy spent. Cruiser cerberus have 0.30 DpE, so thats your most energy effecient setup for close to medium distances. Absolutely deadly to cruisers at close range.
As for missiles, I just find em very very usefull on battlecruisers. It's like battlecruisers were born to use them, and use alot.
Depends on what you fight I suppose. I like to thrust and engine-kill, then turn and strafe with pulse and LMs. This keeps the smallest profile pointed at the enemy, and lets me maintain distance. Turrets are useless in this situation, except with small craft that are up in my pants, at which point solaris are best.
BS pulse are better than cruiser pulse, better range and damage, which is why I use 2 of them. I also have a cruiser pulse on the front and rear, which gives me 3 pulse in any direction, but I try to keep the nose pointing at the target so I rarely use the rear pulse. I am trying to reposition the front one now so that it is closer to the BS pulse, so my targeting cursor is tighter.
Put grouped weapons as close together as possible, and it really tightens the targeting cursor.
i mostly want my setup for actions against pirates. dunno if ill see a lot of cap action although id like to. the pinch in my gears here is the thruster, the old bc didnt have one, so gettin in close with a medium close setup might be easier so in the event that the thruster is efficient enuf to close in on cap long range weaponry might not be as important. but then again, the only tru way to find out is to "try" it all.
For anti pirate duty you'll usually be facing bombers and gunboats. Solaris, missiles and BS primaries/Cerbs are probably your best bet. The primaries and cerbs are ideal for surpressing gunboats with continuous fire, and the solaris should keep most bombers off of your back. Flaks should defend against torpedoes.
If you want to go dedicated longrange capkiller, 6 pulse guns, BS pulsers, 2 mortars and 2 missiles will work great. You can rip off a BS shield almost in an opening salvo with that setup.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
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