When fitting M7,M2?

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When fitting M7,M2?

Post by Palladin888 » Thu, 27. Oct 11, 20:55

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?
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Post by ConCorDian » Thu, 27. Oct 11, 21:03

depends on your style of play. i prefer to have a balance, for example the Argon Titan has a decent anti fighter coverage fitting flaks on the top and bottom turrets, and its not like you can fit any of the decent anti m1/m2 weapons on them anyways.

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Post by SIMON POPPLEWELL » Thu, 27. Oct 11, 21:09

It's generally a good idea to have both anti fighter and anti capital where ever possible. The standard weapon loadout for an M2 would be PPCs and FAAs on any turrets that would take them. With M7s IBLs, FAA and CIG/ISRs.

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Re: When fitting M7,M2?

Post by Automatic Jack » Thu, 27. Oct 11, 21:15

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?
Except that a well outfitted M7 can decimate a Cluster of fighters in the time it takes your fighter wing to launch.
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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Post by Palladin888 » Thu, 27. Oct 11, 21:19

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.
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Post by Palladin888 » Thu, 27. Oct 11, 21:56

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.
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Post by kurush » Thu, 27. Oct 11, 21:58

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.

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Post by pjknibbs » Thu, 27. Oct 11, 22:36

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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Post by BDK » Thu, 27. Oct 11, 23:07

I always put flak on top and bottom on all my m7 & m2's. They kill fighters fast, so my ships don't have to chase them around when they could be shooting at larger and more deadly ships. In OOS however, it doesn't matter at all.

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Post by Infekted » Fri, 28. Oct 11, 14:32

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.

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Post by ConCorDian » Fri, 28. Oct 11, 15:16

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.
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.

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

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Post by Triaxx2 » Fri, 28. Oct 11, 15:52

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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Post by ConCorDian » Fri, 28. Oct 11, 16:34

what is the create worth for ammo? MD and EBC ammo is the same isn't it

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Post by greypanther » Fri, 28. Oct 11, 16:44

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.
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Post by Infekted » Fri, 28. Oct 11, 16:58

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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Post by SIMON POPPLEWELL » Fri, 28. Oct 11, 17:55

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...
All weapons fire, but if you run out of ammo then all weapons stop firing. :shock: One of the glitches that ES didn't sort out.

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Post by Palladin888 » Fri, 28. Oct 11, 18:02

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...
Note to self do not mix ammo and none ammo weapons when OOS
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Post by StarSword » Sat, 29. Oct 11, 01:44

SIMON POPPLEWELL wrote:
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...
All weapons fire, but if you run out of ammo then all weapons stop firing. :shock: One of the glitches that ES didn't sort out.
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.

I'm inclined to believe Infekted's version.
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Post by SIMON POPPLEWELL » Sat, 29. Oct 11, 18:52

StarSword wrote:
SIMON POPPLEWELL wrote:
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...
All weapons fire, but if you run out of ammo then all weapons stop firing. :shock: One of the glitches that ES didn't sort out.
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.

I'm inclined to believe Infekted's version.
Sadly this doesn't prove anything, it means that ALL weapons were firing which is what I said happens. :wink: 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. :wink:

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Post by AgamemnonArgon » Sat, 29. Oct 11, 19:26

One can easily have a Boreas with lots of PPC and some FLAK and another to escort with mostly FLAK.
Mix and match depending on the threats in or out of Sectors.
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