
Xanthres
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Posted - 2006.04.16 18:33:00 -
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Edited by: Xanthres on 16/04/2006 18:34:32 hi------ 2x 150mm light Autocannon 1x OE-5200 rocket Launcher 1x Small 'ghoul' energy siphon
med----- 1x Small Shield booster/Afterburner 1x 2point warp scrambler 1x tracking disruptor/web
low----- 3x Internal Nanofiber Structure
Procedure- -Load the two autocannons with emp rounds -Load the Rocket launcher with gremlin rockets -Get within optimal range of your autocannons, orbit and fire all of your guns which are dealing emp damage to take down the shields -Start using Nosferatu -After the enemy shield's reach 1/4-1/8 (depending on how fast you can take the shield down) reload your autocannons with fusion rounds, adjust your orbit to the new optimal range of your autocannons -kill
Reasoning- initally loading the emp rounds will (supposedly) yield more shield damage. It is important that you reload slightly before the enemies shields are taken down completly so you have your new (fusion) rounds ready to punch through the armor. Fusion rounds are my peffered choice beacause they yield a high base armor damage as well as dealing a majority explosive damage. After quickly looking through some ships from all empires I have concluded that the base (unmodded) explosive armor resistance is the lowest compared to the other four. You can change out your rockets with thorn (for the seconds most common lowest resistance, kinetic) or phalanx to double up on the explosive damage. The reason for the tracking disruptor/web would be if you are taking down a fast ship with a decent tank you would fit a web, whereas if you are taking on a battlecruiser that HAS a web itself you would fit a tacking disrupter to help get under the tracking speed of its guns. If you are going to fit a small shield booster instead of an afterburner I would recommend a webifier incase you have trouble closing.
Another topic I would like to address is armor hardeners. While emp is most often the least reinforced resistance of an armor tanking ship that leaves it at 60%, where as if something with a 10% explosive resistance uses a hardener, it brings it up to approximatly 55%. With a base kinetic at 35% it brings it to 52.5%. However, I do now some (very few) people that double up on hardeners bringing some of these resistances to 70% and above. You must realise that beacause a base emp resistance of 60% people rarely harden that beacause it would only yield a 20% increase, where as explosive yields a 45% increase. So only in those select few hardcore armor tankers are there a double hardened resistance where you should NOT reload your gremlin rocket with phalanx or thorn. One more thing about that same subject is the size of the vessel you are taking down. If it is large and 10 seconds of rocket firing wont make a difference then yes, switch to a phalanx for the extra base armor damage. If you encounter a ship that you cannot hit with your autocannons (very rarely) and is flying within the range of your rockets, do NOT waste the time in switching out rocket types, the damage type and base armor difference is not a big enough to yield a substantial difference in the outcome of the scenario.
Just my two cents :) Anyone feel free to give any input of if I stated any falsific evidence please let me know
Edit I am also debating over weather I should scrap the rocket launcher and fit another 150mm to take advantage of the ships bonus or not, any input on that too would help
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