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Difference between revisions of "AP-12400 "Moray" Bounty Hunter Bomber"
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More and more pirate groups in Sirius gain access to capital ships. To counter them, Bounty Hunters Guild has developed a new bomber of AP ship series. The Bounty Hunter Bomber is a mighty and agile ship capable of mounting more fighter weaponry than any of its counterparts. Reinforced hull, increased power output, and double torpedo slots add to the value of this ship, making it a formidable opponent against larger targets. | More and more pirate groups in Sirius gain access to capital ships. To counter them, Bounty Hunters Guild has developed a new bomber of AP ship series. The Bounty Hunter Bomber is a mighty and agile ship capable of mounting more fighter weaponry than any of its counterparts. Reinforced hull, increased power output, and double torpedo slots add to the value of this ship, making it a formidable opponent against larger targets. | ||
==Handling== | ==Handling== | ||
+ | {{Review|[[User:Pepe|Pepe]]|Is it a gold fish? No. Is it a can opener? No, just looks like. But it can open any pirate transport. And that's what it's designed for: hunting pirates in non-combat ships, fast and quiet - before they can even call for help. | ||
+ | |||
+ | This bomber is too bulky to avoid fire from combat ships, so keeping a distance is always a good idea. Standard equipment, only exception is 5 front firing guns. Let's see it in fight, class-by-class: | ||
+ | |||
+ | 1. FIGHTERS | ||
+ | Do not let your imagination take you to dog-fight with fighters, only because you have 5 powerfull front guns. Fire from bomber guns travels very slow, too slow for hitting fighters. You can beat any NPC VHF, after quite some time of chasing it arround, but player's VHF is much more offensive. You are BIG and SLOW, so he will kill you with many tiny hits, except in case you have very lucky SNAC or nuke. I don't. | ||
+ | |||
+ | 2. BOMBERS | ||
+ | Bombers are slow, but have SNAC. Smaller one, or lucky one will win such a duel. You can kill Fafnir in a Canopener, but you will not need it. | ||
+ | |||
+ | 3. FREIGHTERS & TRANSPORTS | ||
+ | Can be devastated, without a scratch. Just avoid front fire from both of them, so back approach is recomended. And you will have it, as they will try to run. Best setup is: 3 EMP (or even 4), SNAC and train disruptor. Bring up screamer mines too, it helps you to make it quick. | ||
+ | |||
+ | 4. GUNBOATS | ||
+ | Gunboat is made to kill bomber. Run. Find something easier. | ||
+ | (except gunboat is setted with razors. Than come close, use SNAC, drop mines, move fast and razors will miss you a lot. Beware of rocket, as it doesn't miss like a razor) | ||
+ | |||
+ | 5. OTHER CAPITALS | ||
+ | Two bombers could get a cruiser, three could get a battleship. It is all in mathematics: total of powerplants regenerations must be more than capital's shield regeneration. If the pray is setted with solaris, stay on distance and call one more bomber, because the pray will evade your SNAC's a lot. One disruptor per pack is enough, so others should bring torpedos. | ||
+ | |||
+ | I know there are some pilots that can circle arround a pray like a moskito. They use 4 EMPs and plenty of screamers to lower it's shields, than kill it with SNAC. I never managed to do it, simply no nervs for that, but I can keep trying.}} | ||
==Hardpoints== | ==Hardpoints== |
Revision as of 11:05, 20 June 2011
AP-12400 Bounty Hunter Bomber | |
Ship Class | Bomber |
Built by | Bounty Hunters Guild |
Technical information | |
Guns/Turrets | 5 / 1 |
Opt. weapon class | 6 |
Max. weapon class | 6 |
Other equipment | |
Hull strength | 17,200 |
Max. shield class | 10 |
Cargo space | 80 units |
Nanobots/Batteries | 85/85 |
Max. impulse speed | 80 m/s |
Max. thrust speed | 199 m/s |
Max. cruise speed | 350 m/s |
Power output | 38,200 u |
Power recharge | 1,722 u/s |
Additional information | |
Ship price | $6,050,000 |
Package price | $6,183,130 |
More and more pirate groups in Sirius gain access to capital ships. To counter them, Bounty Hunters Guild has developed a new bomber of AP ship series. The Bounty Hunter Bomber is a mighty and agile ship capable of mounting more fighter weaponry than any of its counterparts. Reinforced hull, increased power output, and double torpedo slots add to the value of this ship, making it a formidable opponent against larger targets.
Handling
Review without version number |
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Review
Is it a gold fish? No. Is it a can opener? No, just looks like. But it can open any pirate transport. And that's what it's designed for: hunting pirates in non-combat ships, fast and quiet - before they can even call for help. This bomber is too bulky to avoid fire from combat ships, so keeping a distance is always a good idea. Standard equipment, only exception is 5 front firing guns. Let's see it in fight, class-by-class: 1. FIGHTERS Do not let your imagination take you to dog-fight with fighters, only because you have 5 powerfull front guns. Fire from bomber guns travels very slow, too slow for hitting fighters. You can beat any NPC VHF, after quite some time of chasing it arround, but player's VHF is much more offensive. You are BIG and SLOW, so he will kill you with many tiny hits, except in case you have very lucky SNAC or nuke. I don't. 2. BOMBERS Bombers are slow, but have SNAC. Smaller one, or lucky one will win such a duel. You can kill Fafnir in a Canopener, but you will not need it. 3. FREIGHTERS & TRANSPORTS Can be devastated, without a scratch. Just avoid front fire from both of them, so back approach is recomended. And you will have it, as they will try to run. Best setup is: 3 EMP (or even 4), SNAC and train disruptor. Bring up screamer mines too, it helps you to make it quick. 4. GUNBOATS Gunboat is made to kill bomber. Run. Find something easier. (except gunboat is setted with razors. Than come close, use SNAC, drop mines, move fast and razors will miss you a lot. Beware of rocket, as it doesn't miss like a razor) 5. OTHER CAPITALS Two bombers could get a cruiser, three could get a battleship. It is all in mathematics: total of powerplants regenerations must be more than capital's shield regeneration. If the pray is setted with solaris, stay on distance and call one more bomber, because the pray will evade your SNAC's a lot. One disruptor per pack is enough, so others should bring torpedos. I know there are some pilots that can circle arround a pray like a moskito. They use 4 EMPs and plenty of screamers to lower it's shields, than kill it with SNAC. I never managed to do it, simply no nervs for that, but I can keep trying.Error creating thumbnail: Unable to save thumbnail to destination Review by Pepe |
Hardpoints
Purchase Includes
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Origin
Modeled by jinx