Shipwright Archive
Thread: Is crafted capacitors a dead issue?
Zaax wrote:
Symbolite wrote:
i say if you have the right guns any capacitor crafted or not will do fine. If your dumb and spam your guns when your obviously not going to hit anything than your gonna drain any capacitor dry whether its Crafted or looted and RE'd.
Fly your ship smart and anything can work out.
have you tried to fly a one weapon craft? against a T5? You need a fast shooting blaster.
ill explain , instead of jsut one-stariing you for your sillyness.
To be effective wiith one gun, for example, one way to do it, is to craft a blaster, using a quick-shot upgrade. Now this upgrade, while lowering your shot rate to the .280 range and greatly increasing your fire output, also makes your cap drain much faster (in the 26+ range), nessesiating a very good cap to compensate.
Its all about balance. to say "fly smart" is the only answer, empties smart craftign from the equation...
I fly a bomber with 2 lvl 7 guns, and a lvl 7 capacitor, i can hold down the trigger for about 2 minutes. On my Interceptor with just 1 gun i can hold down the fire button for nearly 4-5 minutes. Its all about useing the best resources you can get your hands on to build these components, and choosing the correct subcomponent.
On my Weapons i use the speed limiter upgrade, it lowers firing rate by such a little bit it doesn't even matter, and it decreases the energy per shot severly. The finished product is a 17 energy per shot. 1600-2600 damage gun.
Zaax wrote:
/eats hat
i looked at my weapons today
i made a blaster using as perfect resourses as i have. they are very good.
blaster: lvl7: 1569-2435, 0.495, 27.4, 0.277
re'd lvl 6: 1883- 2632, .670, 27.4, 0.380
my math: (1000/380 = shot per sec* max damage2632 * to hit 0.670 = 4640 dps
my blaster comes out to be only 4251 dpsdarn it. i really thoughti can make as good as RE'd, using upgrades...
/eats RE'd weapon
One factor that works in favor of your crafted blaster is the speed. It takes less time to find your "range" when you can spam shots at 0.277 than at 0.380. I find that once you have that range, you can land more shots on target and get that kill/disable quickly. It's cool to see the shield glow almost continuously on a T5, then see the armor fail a split second later, and the engine fly off after that
Between the two blasters you have there, I'd personally pick the quickfire.
Sure, a couple of luck shots with the looted blaster can disable your opponent, but small ships like that damn a-wing can fly between my bursts. Using two 0.255 speed level 9's (alternating fire) is like peeing on a campfire...it's hard to miss.
Having said that...I have two level 10 blasters that I use more often...but that's only because the damage (2800-4400) effectivness (over 0.800) and speed (just 0.340 on both)make gunboats and slower fighters easy to obliterate...not to mention the Rebel space station.