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Difference between revisions of "AP-239 "Bottlenose" Bounty Hunter Gunship"

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* This ship is too large to use docking bays, it must use mooring points.
 
* This ship is too large to use docking bays, it must use mooring points.
 
{{Review|[[User:Kikatsu|Kikatsu]]|The typical combination of the Bounty Hunter's graceful and brutal ship designs, the Bottlenose stands out as one of the top notch fighter hunting ships in Sirius. Smaller and far more agile than other ships of her class, the Bottlenose is typically deployed against Bombers targeted for destruction.  Contrary to apparent load-outs, most Bottlenose captains avoid the use of BHG Gunboat Turrets and Solaris weapons, favoring the use of heavier Razor and Pulse Cannons for targeting fighters.  Any captains using this set up must be sure to keep a careful eye on their energy consumption.}}
 
{{Review|[[User:Kikatsu|Kikatsu]]|The typical combination of the Bounty Hunter's graceful and brutal ship designs, the Bottlenose stands out as one of the top notch fighter hunting ships in Sirius. Smaller and far more agile than other ships of her class, the Bottlenose is typically deployed against Bombers targeted for destruction.  Contrary to apparent load-outs, most Bottlenose captains avoid the use of BHG Gunboat Turrets and Solaris weapons, favoring the use of heavier Razor and Pulse Cannons for targeting fighters.  Any captains using this set up must be sure to keep a careful eye on their energy consumption.}}
{{Review|[[User:Pepe|Pepe]]|This ship brings top agility in Gunship range with nice shields and smallest armor and power plant. You will find a way to use it for hunting fighters or lone gunboats. It is fish-shaped, BHG standard, so it's hard to hit from four sides and easy to hit from two. Put CAU4 ASAP (it fits somehow), just to prevent being massacred by first bomber + VHF you step on. Only 4 of 6 turrets can fire frontwards, but all can fire backwards, so set it up wisely.
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{{Review|[[User:Pepe|Pepe]]|This ship brings top agility in Gunship range. With some nice dodging, shields should keep you safe for long battles. Paper armor and weak power plant forces you to pick your battles carefully and shoot to hit. You will find a way to use it for hunting fighters or lone gunboats. It is fish-shaped, as BHG standard, so it's hard to hit from four sides and easy to hit from two. Put CAU4 ASAP (it fits somehow), just to prevent being massacred by first bomber + VHF you step on. Only 4 of 6 turrets can fire frontwards, but all can fire backwards, so set it up wisely.
  
Gunships can kill fighters nicely, just if you can see them. A Gunboat Missile Turret + 3 Gunboat Battle Razor on front makes Bottlenose real Bomber/Fighter killer. If you miss them a lot and prefer faster guns and more noise, set Gunboat Missile and three Cerberus (some rockets and cca. 15 hits with Cerb will drain all nanos and hull from any fighter, no matter of armor upgrades). If even Cerberus set-up is too slow for you and you miss a lot, try BHG or even Zoner Gunboat Turret (but prepare for just 85% power). Just 40-50 hits are needed to kill VHF with turetts. Solaris could be good for a start and/or doing VHF missions - so you can make some money and reputation faster. Keep the following in mind:
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Gunships can kill fighters nicely, just if you can see them. Three Gunboat Pulse and tree Gunboat Battle Razor makes Bottlenose real Bomber/Fighter insta-killer. If you miss a lot and prefer faster guns and more noise, set Gunboat Missile and five Cerberus (some rockets and cca. 15 good hits with Cerbs will drain all nanos and hull from any fighter, no matter of armor upgrades). If even Cerberus set-up is too slow for you and you miss fighters a lot, try BHG Gunboat Turret (1500m/s speed should solve all dodging issues). Just 40-50 hits are needed to kill VHF with turetts. Solaris could be good for a start and/or doing anti-VHF missions - so you can make some money and reputation faster. Keep the following in mind:
  
- Some VHF pilots are so good that you will see them up front just for a second, they will be on your back all the time, so harder gunboat is preferable
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- Some VHF pilots are so good that you will see them up front just for a second. They will be on your back all the time, shooting like mad. If you can't do Turett Steering - harder gunboat is preferable, like Orca. Use turett view to see what you shoot.
  
- Standard pilots will probably just run away,
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- Standard VHF pilots will probably just run away from B-Nose. Let them go, behave like a gentleman. You fly real VHF/bomber killer, they are not cowards, they are just smart.
  
- anti-fighter setup makes little Bottlenose pretty easy prey for other gunboats. Run on time.
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- anti-fighter setup makes tiny Bottlenose pretty easy prey for other gunboats. Run on time. Not to mention cruisers. Just a pro can solo-fight cruiser with turetts and live to talk about it.
  
  
You will need all 6 cannons to hunt bigger prey, so you should learn how to look back and use full weapons potential. In that case Pulse/Razor set-up will do the job. Your ship turns and accelerates fast, just fly around, use your guns pair-by-pair - in this way, the power plant will not drain out and leave you wondering what are you doing in front of that cruiser without energy (it can really ruin your day). Three P/R Bottlenoses can beat a CAU8 BS fast enough, just beware of missiles. If you tried and still can't fire backwards, do not mess with capitals or GB duels. Kill fighters and bombers instead, in a Bottlenose it's a pleasure.}}
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You will need all 6 cannons to hunt some bigger prey than fighters, so you should learn how to look back and use full weapons potential. Joust, strafe all the time, change your speed, than look back and shoot again. In that case Pulse/Razor set-up will do the job. Your ship is small, turns and accelerates fast, just fly around, use TS-ing if you know how, use your guns just when you're sure to hit. That way the power plant will not drain out and leave you wondering what are you doing in front of that cruiser like that, with no energy and trusters on red (it can really ruin your day). Three P/R Bottlenoses can beat a CAU8 BS fast enough, just beware of missiles. If you tried and still can't fire backwards or TS, do not mess with capitals or GB duels. Simply no firepower or armor for that. Kill fighters instead, in a Bottlenose it's a pleasure.}}
  
 
==Hardpoints==
 
==Hardpoints==

Revision as of 00:02, 9 March 2012

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AP-200039 "Bottlenose" Bounty Hunter Gunship
Mancer gs02.png
Ship Class Gunship
Built by Bounty Hunters Guild
Technical information
Guns/Turrets 0 / 6
Opt. weapon class 8
Max. weapon class 8
Other equipment
Hull strength 55,000
Max. shield class 8
Cargo space 230 units
Nanobots/Batteries 250/250
Max. impulse speed 80 m/s
Max. thrust speed 150 m/s
Max. cruise speed 350 m/s
Power output 400,000 u
Power recharge 40,000 u/s
Additional information
Ship price $28,000,000
Package price $31,014,750

Compact and efficient, this ship was the first gunboat-class warship developed by the Bounty Hunters Guild. In recent decades, most ships of this type have been replaced by the heavier and more efficient Orca Gunboat. However, the Gunship is still used in some Guild missions, including escorting convoys through areas where strong anti-fighter defense is crucial for surviving.

Handling

  • This ship is too large to use docking bays, it must use mooring points.

Hardpoints

Purchase Includes

Availability

Origin

Modeled by jinx