When fitting M7,M2?
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When fitting M7,M2?
Should one fit the ship with the biggest guns possible and not worry about fighters attacks?
In my view the capital ships should never be concerned with fighters just other capitals. I mean that's what the smaller ships are for right...dealing with their counter parts?
In my view the capital ships should never be concerned with fighters just other capitals. I mean that's what the smaller ships are for right...dealing with their counter parts?
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Re: When fitting M7,M2?
Except that a well outfitted M7 can decimate a Cluster of fighters in the time it takes your fighter wing to launch.Palladin888 wrote:In my view the capital ships should never be concerned with fighters just other capitals. I mean that's what the smaller ships are for right...dealing with their counter parts?
But as said before it just depends on your playing style and I really like watching my turrets go to work.
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I don't think i will ply capitals much i would prefer sitting back watching them kill stuff.
I will have to play around with the capital turrets once i get one.
I will have to play around with the capital turrets once i get one.
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so when flying a capital that has guns which use ammo.....how much ammo do you cary around?
In my exp my Vidar with only 10 MAML will burn through 10,000 ammo in short order ant that's 50 crates.
In my exp my Vidar with only 10 MAML will burn through 10,000 ammo in short order ant that's 50 crates.
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Most of M7 and M1 have turrets where you can only put anti-fighter weaponry and other turrets where you can put anti-capital weaponry. I think it is best to use the turrets as designed and put FLAK where you can't put PPC on M1 or IBL/PALC/GC on M7. Agamemnon is a bit tricky, but then it has several weapon configurations that might be useful.
Not all capital ships can carry a fighter squadron to deal with enemy fighters, and even on those that can, you can't fire at an enemy capital ship with all six turrets simultaneously anyway--so what does it hurt to include some anti-fighter capability? It's not like you have to go overboard with it--a Shrike armed with just four FAA (two up, two down) will be safe from all but the largest fighter swarms, and you don't need to use much more than that on bigger ships.
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well the boreas i normally fit PPC's front and back, top bottom and sides are all anti fighter. ive also tried ships with only sides with anti cap.Infekted wrote:A good M2 is easily capable of killing clouds of fighters and multiple cap ships at the same time.
Front and sides is more than enough anti-cap.
another thing to try is a M7 anti-fighter ship.... i have done it where ive put CIG's on the front of a cerberus for dealing with M6's and other M7's but everything else is some sort of anti-fighter... with their laser energy you can dish out some severe firepower against fighters....
the wonders of this game is the fact that there can be no real right or wrong (well perhaps using the Hype as an unarmed freighter should get you shot but other than that) there is loads of ways to play... give some of the things everyone else says a try see what you think
Capital guns don't burn ammo quite so fast, but figure that 10 M/AM L means 50 crates is only 1,000 shots.
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I like the Cluster Flak, Ion D combo, that seems to work very well.
I would also say anti caps to the side, that has saved me more than once when facing multiple capitals.
Dont forget to be carefull with ammo weapons out of sector, they seem to use a huge amount of ammo.
I would also say anti caps to the side, that has saved me more than once when facing multiple capitals.
Dont forget to be carefull with ammo weapons out of sector, they seem to use a huge amount of ammo.
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Note to self do not mix ammo and none ammo weapons when OOSInfekted wrote:If a ship has ammo using weapons installed, in OOS combat, not only do they consume ammo very very fast but only the ammo weapons fire...
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When I asked how to outfit a Shrike for OOS patrol duty recently, I mentioned I wasn't planning to use Gauss cannons because of the bug where running out of ammo makes all weapons stop firing. Somebody else chimed in that no other weapon fires OOS. A third somebody tested it against a station using a Boreas with GCs in the flank turrets, and PPCs and FAAs everywhere else. It very slowly wore down the station's shields to about 50%. But when the tester swapped out the GCs for PPCs, the Boreas proceeded to one-shot the station.SIMON POPPLEWELL wrote:All weapons fire, but if you run out of ammo then all weapons stop firing. One of the glitches that ES didn't sort out.Infekted wrote:If a ship has ammo using weapons installed, in OOS combat, not only do they consume ammo very very fast but only the ammo weapons fire...
I'm inclined to believe Infekted's version.
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Sadly this doesn't prove anything, it means that ALL weapons were firing which is what I said happens. I've done my own tests with a Boreas. Sent Boreas in to battle against Carrack, Carrack won. Why? Because I forgot to add ammo for my GCs. Second time Boreas had ammo and won battle. Morale of the story, don't use ammo weapons in OOS combat period.StarSword wrote:When I asked how to outfit a Shrike for OOS patrol duty recently, I mentioned I wasn't planning to use Gauss cannons because of the bug where running out of ammo makes all weapons stop firing. Somebody else chimed in that no other weapon fires OOS. A third somebody tested it against a station using a Boreas with GCs in the flank turrets, and PPCs and FAAs everywhere else. It very slowly wore down the station's shields to about 50%. But when the tester swapped out the GCs for PPCs, the Boreas proceeded to one-shot the station.SIMON POPPLEWELL wrote:All weapons fire, but if you run out of ammo then all weapons stop firing. One of the glitches that ES didn't sort out.Infekted wrote:If a ship has ammo using weapons installed, in OOS combat, not only do they consume ammo very very fast but only the ammo weapons fire...
I'm inclined to believe Infekted's version.
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