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AP-239 "Bottlenose" Bounty Hunter Gunship
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AP-200039 "Bottlenose" Bounty Hunter Gunship | |
Ship Class | Gunship |
Built by | Bounty Hunters Guild |
Technical information | |
Guns/Turrets | 0 / 6 |
Opt. weapon class | 5 |
Max. weapon class | 5 |
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 | 140 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 In recent decades, most ships of this type have been replaced by the heavier and more efficient Orca Gunboat.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.
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Review
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 Turret 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. Error creating thumbnail: Unable to save thumbnail to destination Review by Kikatsu |
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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. 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). But, be careful: good Turret Steering makes using Cerberus almost impossible. If hard set-ups are too slow for you and you miss a lot, try BHG Gunboat Turret (1500m/s speed should solve all dodging/TS-ing issues). Just 40-50 hits are needed to kill VHF with turrets. Chain-fired turrets are very hard to evade, so it goes pretty fast (or slow, if your target is good shield-runner). Solaris could be good for a start and/or for 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, shooting like mad. If you can't do Turret Steering - harder gunboat is preferable, like Orca. Use turret view to see what's around. - 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. - Light 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 turrets and live to talk about it. This means he is doing excellent Turret Steering.
Error creating thumbnail: Unable to save thumbnail to destination Review by Pepe |
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