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sev98
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Post subject: liberty gunboat Posted: Sun Apr 22, 2012 6:44 pm |
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Joined: Mon Jul 20, 2009 7:26 am Posts: 103
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for 2 billion i expected more. The awkward handling i expected as having flown large freighters and battle ships in other mods. Whilst its stats seem incredible on reading in reality it is grossly underpowered and under gunned. The forward turret is pretty useless as it only fires directly forwards and its hard to hit anything reliably. lacking a cm it is overwhelmed in seconds by nomads and npc swarms. When you take on any group of npc you are hard pressed to beat them, although for most in turret mode one hit suffices. I fought Rheinland fleets and Bretonian. i did manage to take out a Bretonian gunboat before destruction. I have done better in the rhino 2 and dromedary taking down all fleets of npc. Only really struggling agains nomads. The forward gun seems effectively to be a torch saying here i am. You cannot take advantage of its range as most npc disappear at about 2k, same for the battle fleets. In other mods the range gives you the advantage, taking them down before they get close. Unfortunately this is not the case here. The power plant is exhausted in a few seconds fring full salvos. Turning off the forward turret improves things a little but not that much. It may be fun to have a few pvp battles with this but as an addition it adds little to the mod IMHO. Strafe is virtually non existent, you are a sitting duck for all and sundry and lack the firepower to escape and the cd's and cms that may aid you are not an option. Torpedoes too are not allowed. The power plant says mk 1 does this mean there are more i have to find? similarly a cap ship shield generator may be needed. I had one order l 10 shield and one champiiojn l 10 shield plus nomad armour. If Cap ships are to be a part of the mod they will need at least double the fire power. I would rather see 15 0r 20 l 10 turrets with a pplant that will give full on salvos for over a minute before needing to regen. CD and cm are a must. maybe 2-3 torpedo launchers. it docked at all the bases i tried and launched easily. Because i have flown large ships before. Docking in tade lanes is a bit of a fiddle to line up first but doable. I often set it to dock and abort to dock at the second jump gate along. this gets you aligned nicely. I doubt if we had a fleet of 10 of the current versions would get us to the prized nomad wrecks. I do believe we could do it in 10 droms or rhinos. maybe even sabre mk2 or other mk 2's.
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Lone-Wolf
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Post subject: Re: liberty gunboat Posted: Sun Apr 22, 2012 7:20 pm |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 393
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Excellent Comments.
As I did not test this unit in Fighting, I had no input for that.
Would a Double Thruster to be used in conjunction with Engine Kill be worth mentioning??
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FlyByU
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Post subject: Re: liberty gunboat Posted: Sun Apr 22, 2012 7:21 pm |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 532 Location: Indiana, U.S.A.
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If you was expecting to dominate the nomads that wont happen unless you get God Armor Shields etc. Always turn off the forward gun and firing missiles volley at a ship will usually finish it off. Use the forward gun on battleships they have to be aimed precisely or they will not hit. Forward gun takes a lot of energy so is best left off. I may add a CM or 2 to it in an update. Remember it is the same as the ones in the fleets you are just one not 3 plus a battleship.
Nomads and battle fleets are made for co-op play.
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sev98
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Post subject: Re: liberty gunboat Posted: Mon Apr 23, 2012 5:36 pm |
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Joined: Mon Jul 20, 2009 7:26 am Posts: 103
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I think you only focus on one aspect of my comments. yes i expect it to be hard against nomads. however, I expect to see damage when i fire from directly behind a battleship using the forward turrets at almost point blank range. Surely i cannot be missing then. I am not a fan of captital ships, i prefer trading and exploring. My comments were my appraisal of the ship i have used for a short while only. \it does look good though.
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FlyByU
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Post subject: Re: liberty gunboat Posted: Mon Apr 23, 2012 6:55 pm |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 532 Location: Indiana, U.S.A.
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I am also thinking of increasing the armor as well. The front gun I think I'll make it like the sun-slayer torp in power also. I want it to be a hard hitter vs. capships that forward gun. I can reduce the energy use of the missile turrets as well. Do you all think it needs more bots/batts?
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sev98
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Post subject: Re: liberty gunboat Posted: Tue Apr 24, 2012 5:18 pm |
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Joined: Mon Jul 20, 2009 7:26 am Posts: 103
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I will try the ship a little more to get a better feel. I think less power on the forward turret is fine armour does need an upgrade. As on most ships on the server when you fight the better equipped NPC the shield is not your main worry but the armour. That gives you the time to kill npc. I will try against npc fleets. As well as a few more cap ships. I have to try kusari and liberty yet. I expect it will fail badly against the lsf or the order as the fighters are pretty awesome. BH in hammer heads? outcasts red hessians and corsairs need a look too. I will think more bats and bots will help. Since you have to use turret mode only half the guns tend to bear on your targets at a time, hence the suggestion for more guns. The increased range pays no real benefits as you do missions and NPC spawn at 2.4 k. this is true also in free flight. having a chance at 5 k gives you a chance to thin numbers down first. I think that is a major recode for the mod i believe. The forward gun is an issue as it fires only where you point. I was sure i was pointing at several targets but seemed to miss. I need more time to check my aim etc. Oh I know nothing about hitboxes:). Will post again when i have had ore time. most likely at the weekend.
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sev98
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Post subject: Re: liberty gunboat Posted: Tue Apr 24, 2012 6:28 pm |
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Joined: Mon Jul 20, 2009 7:26 am Posts: 103
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managed to take out another bretonian gunboat and got my eye in with the front gun against the dreadnought. I was firing at about 2.3k and seeing damage done but as i thought i had the advantage at 2.6 k they disappear. thought i was getting my first fleet admiral. Thames outpost the ship got stuck, caught by the tail, f1 released me though. I guess those bases with circualr sliding doors are a possible problem, but f1 seems to cure it. docked on the battleships ok but its weird launching through them  . went to gamma and just survived missions against the bh 100 bats and bots left. had about 20 of each on a nomad mission with 8 mill repairs. 2 nomads take down the shields and you can watch your armour disappear. They were hard to hit, i even tride cockpit view and turret mode to see if my aim improved. HMM dont think i like these odds much:). It was great against mollys and normal npc fighters barracuda from bh and crusader of millitary.
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