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Difference between revisions of "Kusari "Ashikaga"-class Gunboat"
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| shipowner = {{House Link | Kusari}} | | shipowner = {{House Link | Kusari}} | ||
| guns = 1 | | guns = 1 | ||
− | | turrets = | + | | turrets = 5 |
| CD = 1 | | CD = 1 | ||
| CM = 1 | | CM = 1 | ||
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| maxshieldclass = 8 | | maxshieldclass = 8 | ||
| maxspeed = 80 | | maxspeed = 80 | ||
− | | maxthrust = | + | | maxthrust = 150 |
| maxpower = 400000 | | maxpower = 400000 | ||
| recharge = 40000 | | recharge = 40000 | ||
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==Hardpoints== | ==Hardpoints== | ||
− | *1 [[ | + | *1 [[Kusari Gunboat Forward Gun|Gunboat Forward Gun]] (Class 3) |
− | * | + | *3 [[Class 4 Turrets|Gunboat Turrets]] (Class 4) |
+ | *2 [[Class 5 Turrets|Gunboat Turrets]] (Class 5) | ||
==Purchase Includes== | ==Purchase Includes== | ||
{{Spoiler| | {{Spoiler| |
Revision as of 09:21, 14 September 2016
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 14.09.2016 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Kusari "Ashikaga"-class Gunboat | |
Ship Class | Gunboat |
Built by | Kusari |
Technical information | |
Guns/Turrets | 1 / 5 |
Opt. weapon class | 5 |
Max. weapon class | 5 |
Other equipment | |
Hull strength | 95,000 |
Max. shield class | 8 |
Cargo space | 350 units |
Nanobots/Batteries | 350/350 |
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 | $33,500,500 |
In an effort to better enforce the will of the Emperor, the Imperial Navy and Kishiro Technologies developed this ship. With her small hull profile this gunboat is agile and highly maneuverable compared to other gunboats. In large numbers they are particularly devastating.
Handling
- This ship is too large to use docking bays, it must use mooring points.
A beautiful, sleek and agile ship. But making this wonderful Treasure Planet Solar Surfer work for you will depend vastly on what you're trying to accomplish, ever since it lost two turrets, and the missile launchers have become Class 5's.
The forward cannon, or FWG, 'can' move, but only in a 30-degree cone. The projectile's pretty slow, with only 900m/s, which is basically cerb speed, so good luck trying to snipe anything smaller than another gunboat. Aside from the FWG, the next three are Class 4's (the third firing 160-degrees backwards), and the last two are Class 5's. Also, the turrets have a quirk in that they can't go full 360: the first two Class 4's have a HUGE 100-degree blind spot behind them, while the Class 5's only go 350-degrees behind, so you have to be careful to keep your enemy on either top or bottom or risk your turrets wasting time rotating circles; in any case, you turn off 3 turrets (including the FWG) behind and on either side, and turn off only one turret in front of it, and its top and bottom.
If you want to specialize anti-snub: go FULL SOLARIS. Solaris turrets on the three, and Gatling turrets on the two. Why I say solaris instead of gunboat turrets is because the calcs say you're only losing 300/150 hull/shield DPS from the Class 4's and have a 600 m effective range in exchange for 200 m/s faster (and consistent) projectile speed, which is important for aiming against small, fast targets, and the Gatling guns' combined 3000/1500 hull/shield DPS. Use the FWG mainly against transports, and use turret steer to keep fighters and bombers above and below you to make full use of all your turrets. Speed is key here, so keep the afterburners on as you dance around like an arrow through the sky.
If you want to specialize anti-cap/transport: equip all cerbs on your Class 4's, a battle razor and a pulse cannon on your Class 5's. Gain distance first before you engine kill, turn, and joust your way to victory. As you pass your enemy, use Rear View to deliver a few cerb parting shots for that extra insult!
But if you want to be a balanced potato, I ironically suggest equipping Gatling guns on your Class 5's, a couple cerbs on your Class 4's, and another Solaris on the last one. Speed-thrust against snubs and keeping them above or below you, and joust against caps and transports. This way, you can at least deal with a few of your fellow gunboat peers, while still being quite a nuisance against overeager fighter pilots.
Overall, it's a beauty to fly, but I feel like this ship got nerfed significantly. It's still effective, but it's not as effective as it once was.Outdated Review (4.86) |
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Review (4.86)
Slightly better than the Liberty Gunboat. Generally sleek and swift, as well as deadly. Excellent as a support craft or a reconnaissance vessel. Error creating thumbnail: Unable to save thumbnail to destination Review by Omni-Cannon |
Outdated Review (4.86) |
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Review (4.86)
This ship is not only for good looking it is also a very good warship! If you are a member of the KNF or the KE you should buy this ship because it can kill every snubs and other gunboats/gunships. The first slot is a "Gunboat Forward Gun Slot" the slots 2-6 are normal gunboat slots, but the 6th can only firing backwards. For fighting other Gunboats you should have a razor and a pulse gun at the slots 2 and 3. On the slots 4 and 5 you should use Kusari Defense Turrets. Use these for hunting down snubs. At the last slot you can take what you want, but I prefer the Gunboat Missiles here. The Missiles can kill the shields of fighters and bombers behind you. If you must leave a battle they can help you. All in all is this ship an all-rounder gunboat which you can use for a lot of things. Error creating thumbnail: Unable to save thumbnail to destination Review by Exils-Admiral-Kim-Yina |
Hardpoints
- 1 Gunboat Forward Gun (Class 3)
- 3 Gunboat Turrets (Class 4)
- 2 Gunboat Turrets (Class 5)
Purchase Includes
Spoiler: |
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Availability
Spoiler: Buying Locations | ||||||||||||||||
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