Newcomer / Intro What are you up to?

Weeee!

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And that pushed me to #190 on Inara. That's hilarious!
I hit combat Elite to hit trips.
Well done, commanders. o7
I'm not sure what that latter one actually means.
That's for all the bios you were the first to ever scan. This happens most likely on planets you are the first to ever set your feet on, but can also relate to bios that others have missed.
 
Well done, commanders. o7

That's for all the bios you were the first to ever scan. This happens most likely on planets you are the first to ever set your feet on, but can also relate to bios that others have missed.
Ah! Thanks for the info!

I'm back doing a few more foot CZ's. Just to keep my hand in. But I'm also chasing an exploration rank up so I may head out again soon.
 
Er, what?

imp_vette01.jpg


I would have thought the Emperor's finest wouldn't be seen dead in a Federation ship...except in this case where they were, thirty seconds later 😁
 
Er, what?

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I would have thought the Emperor's finest wouldn't be seen dead in a Federation ship...except in this case where they were, thirty seconds later 😁
Veroandi Empire Party? That doesn't sound like the Empire's finest.
According to INARA, they are native to the system, which is part of the federation. The VEP have an allegiance to the Empire, though. I guess the supply of ships of the Empire is limited.
 
Didn't go very well.
  • Don't like the fixed weapons
  • The MC's are gimballed and I'm not used to that
  • There's only 2 AX MC's. My AX Krait 2 has 4. Turreted.
  • It has no SCA so when I jumped out of hyperspace, the ship just flew into the star. This is called foolishness and forgetful
  • Caustic damage was detected but I took no damage
This all boils down to one thing: PICNIC *

I reckon I need to practice to git gud. This requires a new skill set to master - i.e. fixed weaponry which I have never really tried. I did attempt it once and the resut was equally abysmal.

* problem in chair, not in Chieftain.
 
Didn't go very well.
  • Don't like the fixed weapons
  • The MC's are gimballed and I'm not used to that
  • There's only 2 AX MC's. My AX Krait 2 has 4. Turreted.
  • It has no SCA so when I jumped out of hyperspace, the ship just flew into the star. This is called foolishness and forgetful
  • Caustic damage was detected but I took no damage
This all boils down to one thing: PICNIC *

I reckon I need to practice to git gud. This requires a new skill set to master - i.e. fixed weaponry which I have never really tried. I did attempt it once and the resut was equally abysmal.

* problem in chair, not in Chieftain.
Fixed weapons belong in the 22nd century with black powder and trebuchets!
 
Didn't go very well.
  • Don't like the fixed weapons
  • The MC's are gimballed and I'm not used to that
  • There's only 2 AX MC's. My AX Krait 2 has 4. Turreted.
  • It has no SCA so when I jumped out of hyperspace, the ship just flew into the star. This is called foolishness and forgetful
  • Caustic damage was detected but I took no damage
This all boils down to one thing: PICNIC *

I reckon I need to practice to git gud. This requires a new skill set to master - i.e. fixed weaponry which I have never really tried. I did attempt it once and the resut was equally abysmal.

* problem in chair, not in Chieftain.
The secret to getting at least reasonable with fixed weapons is using the right controls set up.
I can hit Scouts with gauss cannons, Cyclops is not too hard and I can manage a Basilisk. My Krait MKII has 2 x rail guns in the medium hard points as a permanent fixture now. My FDL uses 4 X fixed lasers.
Try this control set up. Relative mouse movement and left - right being use control yaw and not roll is critical for me.
 
The secret to getting at least reasonable with fixed weapons is using the right controls set up.
I can hit Scouts with gauss cannons, Cyclops is not too hard and I can manage a Basilisk. My Krait MKII has 2 x rail guns in the medium hard points as a permanent fixture now. My FDL uses 4 X fixed lasers.
Try this control set up. Relative mouse movement and left - right being use control yaw and not roll is critical for me.
Thanks! I'll have a ponder!
 
I've been thinking about the different types of ship weapons (fixed, gimballed and turreted) and the way of comparing their effectiveness.
There is the measurement of damage per second (DPS), but what often is ignored when comparing the weapons is the question: how many seconds do the weapons actually spend pointing at the target? The answer to this question is closely related to the skill level of the pilot - a highly skilled pilot might be able to keep their guns trained at the enemy at (almost) all times, but a beginner isn't able to do that. And some will never reach that advanced skill level to effectively use those limited firing arc weapons.
That's where the different weapon types come in - a skilled pilot might prefer the fixed or gimballed weapons as they are able to make use of the firepower of these weapons. But for any pilot with a lower skill level, turreted weapons are their best friend, as they still keep pointing (and subsequently shooting) at the enemy when they pass each other, due to the turrets' way larger firing arc. That you don't have to spend as much time thinking about pulling and releasing the trigger in order not to shoot at alied ships is an added bonus for beginners. Turrets can be set to automatically fire at your enemies as soon as they enter the firing arc of the weapon - and to keep their fire on the targeted enemy only.
 
Turrets, however, do about 1/3 of the DPS of a fixed weapon of the same type and class. A chaff launcher gives about 10 seconds of scrambling, and has an ammo count of 11. This means one chaff launcher can give just under two minutes where the turrents are by and large useless. Then, when they are targeting properly, they do poor damage.

In other words, regardless of skill, I don't think turreted variants are worth it.

I guess I might equip a small turreted multicannon with the corrosive special effect on a large ship like an Anaconda. The special effect doesn't care about damage output; it just applies a 20% reduction in hull hardness.
 
It's in exobiology.

I'm embarrassed I didn't just recognize the symbol, gotta pay closer attention, man. :)

About fixed weapons.... I have just one ship in my fleet with fixed weapons, beams and rails on a Chieftain. For me gimballed weapons are the way to go. Raw DPS may be lower, but I can keep my weapons on target so much easier. Gimbals allow me to hit my target in all pursuit phases (lag, pure, lead) and at least as importantly for me allow me to evade enemy fire whilst firing back. Like in a joust, I can do rolls while kicking rudder, making the NPC with his fixed weapons miss and my guns stay on target.

My railboat is fun, and I like to take it out in a target rich environment like a RES, but in a CZ I don't kill enough with fixed weapons to suit me. Gimbals have too many advantages to ignore.

I don't care for turrets, but they are an option that works on some ships I think. I was happy to find the gimballed AX multicannons when I came back recently.
 
Turrets, however, do about 1/3 of the DPS of a fixed weapon of the same type and class. A chaff launcher gives about 10 seconds of scrambling, and has an ammo count of 11. This means one chaff launcher can give just under two minutes where the turrents are by and large useless. Then, when they are targeting properly, they do poor damage.

In other words, regardless of skill, I don't think turreted variants are worth it.

I guess I might equip a small turreted multicannon with the corrosive special effect on a large ship like an Anaconda. The special effect doesn't care about damage output; it just applies a 20% reduction in hull hardness.
Yes a three times buff for fixed weapons is much too much.

Chaff is a problem for anything other than fixed of course but if you get close enough the amount of error chaff adds to your weapons is not enough to make them miss.
 
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