Pilot Archive

Thread: Weapon Setup: Blaster + Blaster VS Ion Cannon + Disruptor?

Kyodor
Wed Mar 23, 2005 9:56 am
#1

I usually use a Ion Cannon and Disruptor Dual Weapon setup on my ships, but I've just restarted as a Imp pilot and found Blasters to be rather effective.

Any views on the better weapon configuration will be greatly appreciated.



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Narrganocca
Wed Mar 23, 2005 12:26 pm
#2

I was a staunch supported of the Disruptor/ion combo on a 2 weapon mount ship, I figured hey one will kill shields quick and the other will kill armor quick. The problem with this is that it works well on some ships like the Ywing LP where weapon mounts are centered, and I dont think it is very effective in something like an Xwing, where weapon munts are far apart. What I began to notice in my Xwing was that I was generally only hitting with one bolt at a time, and so would have to change my aiming depending on if I was killing shiields or armor. After geting good low mass REd engine and shields I threw a 3rd gun on it that was equal vs shields and armor, due to its positioning it took up some of the slack.


Recently I dropped rebel to do some privateer squads. I thought for kicks I would stop trying to outfit disruptor/ion combos and go with a pair of blasters. There is a noticeable differnce. I try to keep to blaster with at least .6 to both shields and armor and my old disruptor was .9 to armor, .1 to shields, my old ion was the reverse. I loaded the 2 blasters in a Dunelizard and I think I am doing far more damage than I could with my old Xwing setup.

Part of the reason here may be that the Duney's weapon mounts are much closer together than the Xwing, so I am hitting with both weapons all the time usually.


But you could also break it down with mathematics. Lets say that I use the disruptor/ion combo, both have damage output on average of 2000, the ion is .9 vs. shields and the disruptor is .12 vs shields (these are attainable in crafted guns) Then lets say I have 2 blasters each with 2000 avg. damage and each .65 to shields (also pretty easily attainable)


so for ion/disruptor combo

damage total = 2000(.9)+2000(.12) = 2040 if I hit with both weapons


for the 2 blasters

total damage = 2000(.65)*2 = 2600 if I hit with both weapons


so math shows the dual blaster combo to be better, of course I made up numbers for damage, but you can do this with the guns you loot, RE or craft to see what gives higher damage. Of course this is not taking refire rate, mass, or energy per shot into account at all. Refire rate in particular can be quite important. Enough of my analysis for now...perhaps I will write a Damage per second equation to take refire rate, energy per shot, damage, and percent vs shields/armor and cap recharge/ total energyinto account where you can plug your values into it and come up with true damage per second you are capable of...an interesting exercise




Fear leads to anger, anger leads to stress
stress leads to doobies, doobies lead to twinkies
psikobunny
Wed Mar 23, 2005 12:46 pm
#3

Disruptors and ions are designed for a system where you need to make a firing choice so that you dont drain your capacitor. In the world of WO3/CO3 where near infinite fire is the norm, they are superfluous.


If you don't run the programs, or you use WO2 instead of 3 on principle (and so the bugfix doesnt hurt your style as much) then its a valid option for a 3gunship that can only fire in limited bursts. Setting your controls to fire Main+Ion or Main+Disruptor is a valid way to improve your output situationally and make your limited number of shots count for more.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Kyodor
Wed Mar 23, 2005 12:57 pm
#4

Thanks for the opinions =D



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droid327
Thu Mar 24, 2005 12:21 am
#5

Well all other things being equal (IE, same level weapons crafted with the same resources),you'll get exactly the same DPS with I/D as a B/B combo - the extra effectiveness vs shield or armor are balanced out exactly by the corresponding ineffectiveness. I found the only real use for high vs effective weapons are disruptors that are paired with concussions, for use against larger ships. The concussions take the shields out quickly, and the disruptors tear through the armor and systems.


A D/D layout might also be effective on any mission where you knew you were only facing unshielded TIEs. A B/D layout can be nice when you're flying missions such as Rebel duties, where you run into a lot of unshielded TIEs and a few bombers/interceptors, but usually by that point you've grown beyond crafted guns, and looted guns at that level rarely have much difference in effectiveness between ions and disruptors, compared to the variations in base effectiveness.



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
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Washell
Thu Mar 24, 2005 1:13 am
#6

RE'd guns, best of both worlds.

Sar-larid
Thu Mar 24, 2005 1:19 am
#7

"RE'd guns, best of both worlds"


That's the ticket. Ion Cannon + Disruptor takes on a whole new meaning when you do that.



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
MWJ
Thu Mar 24, 2005 8:17 am
#8

I have to stay with my .79/.77 4550 max gun I have REd



Colonel Ervin Talliaferro
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Devil_Tiger
Thu Mar 24, 2005 2:15 pm
#9

My Kimo is outfitted with blasters on the wing tips, ions/disruptors mounted on the fuselage. At a range of around 250 to 300 all three weapons land and will cripple or kill low tier (2 and lower) in a single hit, cripple mid tier ships in about 2 or 3 hits, and cripple upper tier (4 and 5) in about 5 or 6 hits. This is using 3 level 6 weapons (un-re'd), 1 looted and 2 very well crafted ones. Not the hottest setup around but it works great in PvE, only died once and that was because I accidently hit 2 gunboats with stray shots.
deaconfrost-bloodfin
Thu Mar 24, 2005 2:31 pm
#10

i wouldnt know i have 4 guns on my m22 so i have one of each
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