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Horn
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Posted - 2006.09.18 11:59:00 -
[1]
Edited by: Horn on 18/09/2006 11:59:45 I was just curious folks - The Phoenix Dread.
Those of you who can fly it, how do you rate it? Whats its strengths dread wise, its weaknesses, and an overall setup/cost?
Thanks
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Mjala
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Posted - 2006.09.18 12:01:00 -
[2]
its weekness is lag.
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James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.09.18 12:23:00 -
[3]
It's strength is damage agility, and shield tanking, with 30k/volley in siege mode.
It's weakness is the finkin' huge signature on citadels, meaning it can't really hit anything smaller than a BS at all, and even then does less damage than a raven.
All in cost, you're looking at about 2bn. And it's a siege engine, not a pwnmobile.
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Jin Entres
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2006.09.18 12:24:00 -
[4]
Strengths
ò No optimal range (can sit anywhere within it's efficient range of POS, no fear of getting range screwed by getting bumped when warping in with 30 other dreads) ò Damage type variety ò Can damage near-stationary Battleships close-by ò Shield tanking provides more hp/sec for a shorter period of time, should that be neccessary ò Shield recharge, although small, is better with hardened resistances than without ò Launchers use no cap ò DG invuls are nber
Weaknesses
ò Missile flight time (can't fight other ships at long ranges, missiles are wasted and if you drop out of siege, all missiles already shot will deal non-sieged damage) ò Kinetic damage bonus restricts damage output ò Low DPS ò Vulnerable to lag (armor repairers can run 1 out of 2 reppers indefinitely while shield tankers can't - hence if you get lagged, your booster might either not activate in time or it'll keep running and suck your cap dry, both of which lead to an untimely demise) ò Shield boost amplifier and siege module get a stacking penalty off eachother, reducing the efficiency of shield boosting as opposed to armor repairing which gets the correct bonuses for both reppers ò Worse cap recharge ò DG invuls are nber expensive ò Crystal implants don't work with capital booster while slave implants provide a useful buffer for armor tankers
As for fitting - you can fit it cheaply or you can blow a lot of cash on it - it really depends on what you aim for.
Personally I have about 1 bil in fitting (Linkage, note: skills outdated) but it's probably more wise to use mostly T2 since in a situation where you're taking enough damage to go down, you'll likely go down anyway (there are of course the rare occasions where 25 battleships would be enough without p1mp mods but you can hold them off long enough with them) and since when a lot of ships are around, lag is likely so risking expensive mods when they'll make no difference is probably not a good idea. Unless you can afford it, that is. ---
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XGS Crimson
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Posted - 2006.09.18 12:26:00 -
[5]
do defenders work on capital missiles?
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xlop
Gallente
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Posted - 2006.09.18 12:28:00 -
[6]
Originally by: Jin Entres
ò Low DPS
iirc it has the second highest DPS [no dmg mods on any of them]
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Jin Entres
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2006.09.18 12:37:00 -
[7]
Originally by: xlop
Originally by: Jin Entres
ò Low DPS
iirc it has the second highest DPS [no dmg mods on any of them]
Maybe compared to the long range guns of other dreads. One of Phoenix's drawbacks is also not having Citadel Cruise missiles at all. It would be interesting if you could show me the math for each dread's DPS, though (or call 555-NAUGHTYBOY).
Also, I forgot to mention about skills: while Phoenix due to the above-mentioned reason only needs to train Torpedoes V to use Citadel Launchers whereas turret based dreads need the full tree of gunnery prowess, there is a notable imbalance in other skill requirements:
Tactical Shield Manipulation, a completely useless (and some even say counterproductive) rank 4 skill needed at 5 while armor tankers need only have Hull Upgrades V, a rank 2 skill that provides 5% more armor hitpoints. Shield Management, the corresponding skill for shield hitpoints would be rank 3 which is still higher but would at least be of some use. Why it is not the requirement, I honestly don't know and I'd very much be interested in the reasoning behind this (or the lack thereof).
Oh, and defenders should work fine on citadels. They just take more to take out one. ---
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Horn
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Posted - 2006.09.20 10:05:00 -
[8]
K - i just had a thought....with 5 low slots, can i armor tank the phoenix? leaving me more med slots for cap recharge etc. Reason i pose this question, is that you commented on the lag and therefore lack of shieldbooster effectiveness. Wouldnt this solve the problem? and what would be the downside of armor tanking?
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Testy Mctest
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Posted - 2006.09.20 10:10:00 -
[9]
Originally by: Jin Entres
ò Vulnerable to lag (armor repairers can run 1 out of 2 reppers indefinitely while shield tankers can't - hence if you get lagged, your booster might either not activate in time or it'll keep running and suck your cap dry, both of which lead to an untimely demise)
Off topic a little, but it's a sad state of affairs when we need to factor this into our ship analyses 
Scrapheap Challenge Forums - All the cool kids are doing it!
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Rubber Ducky
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Posted - 2006.09.20 10:14:00 -
[10]
Edited by: Rubber Ducky on 20/09/2006 10:13:54 yeah, but tbh thats the type of detail horn was after me thinks:) You always get posts from people whove never flown the ships before, and amongst all the flaming people never mention stuff such as that. and its s shame:)
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