Did you know the Beluga is in the top 30% of DPS ships out there? (A bit of statistics)

Well, a little, but for PvE they do ok. My combat Beluga has all turrets and does fine in CZ, i generally can stay until i'm out of ammo.

My CM3 has 3 turrets and a PA. The PA does the main damage while the other weapons add effects and generally keep the target under pressure.

I'm now toying with the idea of a Python. All hardpoints with cannons with the force shell effect, and calling it the Pinball Wizard.

You see, i know you like PvP, but its all about boring meta. With PvE you can give yourself a challenge and do all sorts of crazy stuff that just won't fly in PvP.... although i think the build i'm looking at could be an annoyance for PvP if nothing else :D

^this^ I am loving my keelback in a Haz Rez. With a slf any loadouts kept me blowing up elite condas!
 
I keep saying this as well and get jumped on by the fixed wep PvP purists.

Time on Target is the most important factor. You do less damage with turrets, but they are on target a lot more resulting (in my mind) with more damage long term. Ships with limited agility can use turrets effectively. A pair of C1 turreted beams can keep shields down nicely as other weps take the hull apart.

Anyone who's strictly a fixed weapon user is either a top-notch roleplayer, commendable challenge enthusiast...or kidding themselves. They simply are not the "l337 if you git gud with them" tool that they've been stigmatised as, and gimballed weapons are often a potent foe in the mitts of someone that knows how to use their extended hit angle to their advantage.

Now as turrets go they might well catch out a less experienced player, but if someone knows how to move they start losing that time on target advantage. Unlike gimbals, turret tracking is slow. If you can evade a chunk of the damage while sustaining an assault using a fixed/gimballed loadout, the turret user is now in a game of numbers it can't win - and in some cases loses situational awareness if the turrets have to be layered on top of the ship.

Don't get me wrong...I, a PvPer, can reveal I have used turrets! (yes, shock/horror/gasp/etc). They landed on top of my iCutter for some lazy CZ massacring; I quite literally hit a point I'd mashed so many NPC ships I wanted a break from putting effort into it. Got some turrets engineered on the quick, put 'em on top, and it turned out to be a fairly effective tool against NPCs, and even won me a fight against a PvP FDL. It didn't fare so well against another iCutter though, using MCs; his DPS was just too high for turrets to keep up with.

Put it down as a learning experience, and they're gathering dust again...


You see, i know you like PvP, but its all about boring meta. With PvE you can give yourself a challenge and do all sorts of crazy stuff that just won't fly in PvP.... although i think the build i'm looking at could be an annoyance for PvP if nothing else :D

Come now, that's a little sharp as an analysis.

You can actually get away with pretty much any intelligent loadout in PvP if it's either for planned duels or, conversely, areas like CZs for completely unplanned PvP. I'm on an unplanned break (sobs) but before that I spent most of my PvP time in a FGS, iCutter, iCourier or iClipper, and with some very interesting loadouts.

Where it gets soggy is "PvP expected" areas such as CGs. Typically that involves either FDLs or 'vettes using either the bog standard meta loadout, atm I believe long range and rails, or whatever cheese loadout is viable...currently heat cannons or shield strippers and packhounds. Basically a conglomeration of the worst of the engineers.

I like my PvP, but for that reason I stay clear of hotspots such as CGs when I actually want to fight.
 
It's size-wise the widest and longest ship and one of the three most massive ships in the galaxy. Squeezing into the top 30% on hardpoint "DPS" isn't particularly impressive with that in mind. :)
 
You can actually get away with pretty much any intelligent loadout in PvP

You see, that's where you don't understand my point. Intelligent loadouts are boring. :D

On our Neverwinter Nights 2 server i made a Wizard who thought he was a Barbarian. Ran around looking like Gandalf, dual wielding sword and staff (for massive hit penalties) while pretending to rage. You just can't do that sort of thing with intelligent loadouts :p
 
You see, that's where you don't understand my point. Intelligent loadouts are boring. :D

On our Neverwinter Nights 2 server i made a Wizard who thought he was a Barbarian. Ran around looking like Gandalf, dual wielding sword and staff (for massive hit penalties) while pretending to rage. You just can't do that sort of thing with intelligent loadouts :p

Lol, that's the case for any "difficult" enemies though. The only reason this applies to PvP as a statement is because even the "top tier" NPCs are brainmushed to the point that a joke build can defeat them. I wouldn't take a six railgun Asp to PvP and expect to succeed any more than setting Skyrim to Legendary difficulty on a new game, and expect to survive wielding only training swords I stole from kids.

In both cases though, you're welcome to try :D

I do get what you're saying, and I do play around a bit, and I do sometimes bite the bullet and take something weird to semi-hot PvP areas. As a general rule, you're okay if it's the offense you're playing around with. Bring whatever manner of weird weapon setup you want, just leave some reasonable defenses in there.
 
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Unfortunately you are missing a big factor which is PD.

The PD will determine if you can fire all those for one volley or a continued assault.
 
A big big factor missing from the table is the availability of the SLF. That should push the Beluga even higher up the table. Also the Keelback.
 
Hm. Do you really want me to believe Viper III/IV, Cobra III or even *Keelback* hit harder than a Vulture?

O7,
[noob]

In terms of burst DPS vs shields? Yes.

Once you add the armor penetration factor for larger hardpoints and the Vulture's MUCH bigger distributor for sustained fire? No.

Although if you include the Keelback's fighter, it's going to come out on top again in terms of pure firepower. Not so much in terms of shields / agility though.
 
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