Pilot Archive
Thread: Which weapon configuration do you use?
TheSkankinSpiv
Sun Jan 09, 2005 1:43 am
#14
Might become more benificial once they fix Weapon Overload 3.
S-1-l2-H-C
Sun Jan 09, 2005 9:03 am
#15
if your gonna go crafted your better off with three quickshot blasters, using the subcomponent to enhance armor or shield effectivness is a waste. all it does is move effectivness from one side to the other, its a ttradeoff, it doesnt add to it it just moves stats around. a refirerate subcomponent on the other hand adds tremendously to the volume of fire you can put out. the only problem is you will need to run cap overload 3-4 and weapon overload 3 if you want to hold the trigger down.
deadOne
Mon Jan 10, 2005 1:20 am
#16
Its all about creative loading. I have a lvl 7 blaster and 2 RE'd lvl 6 blasters. I started with 2 lvl 7 and a lvl5, but I looted a Cap with 1200 energy and 46 recharge, the mass was pretty high so it dictated the blasters be switched out.
Nooca
Tue Jan 11, 2005 7:36 pm
#17
I am running two Freelance reward lev8 REd Borstel Disrupters on my KSE. Damage around 3900, refire 13.4, mass 24k shields .68 armor .73. Not bad IMHO, but I could do better I guess. I just like them because they are the only guns that shoot orange blasts and that is my favorite color. Those and a Mark III Seiesmic laucnher and a Mark IV proton launcher and a 100 speed 80 P/Y/R engine with 2500 shields at 15 regen make it a fun PVE ship. She hasa big ol butt though, so I do not know how well she would do in PVP.
Eaca
Wed Jan 12, 2005 4:35 am
#18
psikobunny wrote:
If the truth be told, lately my preference has been to use RE'd guns with .65 or more on both Shields/Armor. Unfortunately its not possible to find the true Ion or Disruptors that drop as lvl 1,2 (.80+ vs a given type) in the higherl levels of weapon. It's an incredibly efficient weapon when you RE a .8 Ion and a .8 disruptor together. The insane part of me dreams of an L10 cannon that is .9/.9
One of the L10 gun drops is a gun that has about .740 vs armor and shields baseline, and goes up from there. .8+ to armor and shields is very possible for L10.
Chiwawa
Wed Jan 12, 2005 4:53 am
#19
Im running a single RE Level 8 Tricomm blaster something like 2500-3900 0.650 effective 0.390 refire 13.1 Energy per shot (OL3 3250 5100)
Overloaded to level 3, I can hammer a T5 tie in around 5 seconds. I remember a time when it took me minutes to hammer these critters. It was very refreshing to get a squad of these jump me in deepspace last night (like 8-10 of them) and just waltz through them unharmed, even accounting for getting jumped my a player drived Krayt and YT in the process
Overloaded to level 3, I can hammer a T5 tie in around 5 seconds. I remember a time when it took me minutes to hammer these critters. It was very refreshing to get a squad of these jump me in deepspace last night (like 8-10 of them) and just waltz through them unharmed, even accounting for getting jumped my a player drived Krayt and YT in the process
Archlurker
Wed Jan 12, 2005 5:55 am
#20
I'm lucky enough to have3 level 8 reward guns, all RE'd in either my Rhik or Krayt. Just got to get good enough level 8 guns to RE the last one for the Turret.
On the level 10 side I have a non-RE'd 4200 max cannon with 0.725 vs shield and armour - still looking for the right low mass, low energy parts for it though.
On the lighter ships (Xwing, Dune Lizard, etc) I've always gone for RE'd level 7's with good penetration and speed.
I use WO3 all the time,so if they actually get round to fixing it, I'll stick with the level 8 reward guns.
GregorianPipes
Wed Jan 12, 2005 7:11 am
#21
I finally got some overload chips from a neutral pilot, so I'll see how that goes. I still am having mass issues with my x-wing though. I have 1 2800max dmg blaster, and an 1800dmg blaster. Never have been able to fit a third weapon into the mix. I have another 2800 blaster I'd like to replace the 1800 one with, but again, I'm maxed out on mass and can't seem to find the right config to allow it. If I posted my ship configuration, could you guys look at it and tell me where I could save on mass and/or energy? I don't know enough yet about components to say "hmmm...I could definetely find a component with far less mass and the same performance."
KDenelor
Wed Jan 12, 2005 11:22 am
#22
I RE'd 3 of the level 8 rewards for my wife's X wing and she takes things apart in no time.
Nooca
Wed Jan 12, 2005 11:56 am
#23
I finally got some overload chips from a neutral pilot, so I'll see how that goes. I still am having mass issues with my x-wing though. I have 1 2800max dmg blaster, and an 1800dmg blaster. Never have been able to fit a third weapon into the mix. I have another 2800 blaster I'd like to replace the 1800 one with, but again, I'm maxed out on mass and can't seem to find the right config to allow it. If I posted my ship configuration, could you guys look at it and tell me where I could save on mass and/or energy? I don't know enough yet about components to say "hmmm...I could definetely find a component with far less mass and the same performance."
Sure post what you are running, we'll see what we can do.
KDenelor
Wed Jan 12, 2005 12:19 pm
#24
I don't understand where people's mass problems are coming from. I know the X wing has little mass, but I always managed to fit 3 level 7's on there easily.
Kaelmythe
Wed Jan 12, 2005 12:28 pm
#25
I don't think it's a question of Mass...
I think it's a question of Reactor Capabilities.
alyris
Wed Jan 12, 2005 2:50 pm
#26
I have mass / energy problems on my X-wing as well. I'm using 3 lvl 7 crafted blasters, and RE stuff for everything else. I have not seen any descent RE'd blasters yet on my server, they must sell fast
I'm capped at reactor energy and mass, I'm not able to load a launcher, or a droid, but I'm still happy with it, never the less. Lately I've been flying my A-wing with high speed lvl 7 cannons, it seems that alot of my mass problems have gone away with my A-wing, due to the fact that I only need 1 gun, and a low mass reactor.
Kirsha