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My vote is the Ragnarok. Why you ask.
1) With the right load out this beast can deliver over 23,000 hull crushing points of damage per salvo.
2) It has the armor to last long enough to deliver its hellish payload of destruction.
Oh yah, it's the coolest looking ship too.
Those smarter than myself, feel free to weigh in.
Remember, we are only considering the best of breed bombing platforms.
/mutorcs out
1) With the right load out this beast can deliver over 23,000 hull crushing points of damage per salvo.
2) It has the armor to last long enough to deliver its hellish payload of destruction.
Oh yah, it's the coolest looking ship too.
Those smarter than myself, feel free to weigh in.
Remember, we are only considering the best of breed bombing platforms.
/mutorcs out
The Aggresso is superior, even if its payload is a bit less it is far more maneuverable, and better armored - so the tradeoff is worth it. And it looks like a bomber too.
For heavy bombing only I use a ragnarok mkIII with 3x sunflares and 2x stingrays.
makes 114.4k damage per run. No need to fly back: /explode and spawn quickly for a new run.
M. Duncan
makes 114.4k damage per run. No need to fly back: /explode and spawn quickly for a new run.
M. Duncan
I mean, ya knew I was gonna say it but
Rag III, 3 sunflares, 2 jackhammers/screamers, AKA the MGC
Excellent for taking out multiple turrets at the same time, but also fearsome against fighters... Just an all around kickass bomber.
Rag III, 3 sunflares, 2 jackhammers/screamers, AKA the MGC
Excellent for taking out multiple turrets at the same time, but also fearsome against fighters... Just an all around kickass bomber.
I know as a guy who in the last fight was primarily focused on def rags posed a great threat to my mission. Centas with swarms were bad too but Rags were the worst.
I've see rags devastate mutual turrets in one run, and from my experiences I most rags get at least one run if not 2 runs for sure before they are killed. (and that's if they are in the hands of a sorta good pilot)
I've see rags devastate mutual turrets in one run, and from my experiences I most rags get at least one run if not 2 runs for sure before they are killed. (and that's if they are in the hands of a sorta good pilot)
For what it's worth, during the big battle yesterday I took out 8 turrets with my swarm centaur without reloading, and wasn't below 50 percent health at the end. I think tung centaurs might be the best against turrets, and an MGC rag (obviously) is the best for taking down the armour.
--bluelaser
--bluelaser
I hear that at least for Serco, Wraiths with 2 IceFlares are the best. Leave the (L) slot OPEN to keep good maneuverability.
The effectiveness of the various bombers only emphasizes the need for a Cap Ship Missle defense system. (a "Patriot Missle?") It's currently at the mercy of any sustained missle attack, regardless of the ship that's delivering the rocket/missle.
yes cap ships are absolutely NOT dangerous or fearsome. They are fat targets.
They need defense missiles that leave looooong trails and 400m/sec defense turrets with WAY more hitpoints. how about Dual gun turrets. After all its a cap ship, can u image the battery?
:)
I mean people need to be AFRAID to get anywhere near a CAP ship. :D
M. Duncan
They need defense missiles that leave looooong trails and 400m/sec defense turrets with WAY more hitpoints. how about Dual gun turrets. After all its a cap ship, can u image the battery?
:)
I mean people need to be AFRAID to get anywhere near a CAP ship. :D
M. Duncan
yah !!!
you're danm right man !
I wasn't on saturday but i often take my valk with 2 axia posi and one neut 3 and fly all along the cap ship without being hit once by turrets...
Cap ship is like a very very big inoffensive target !
Cap ship now is a big nice whale, make it seems like an evil mutant SHARK !
see ya...
you're danm right man !
I wasn't on saturday but i often take my valk with 2 axia posi and one neut 3 and fly all along the cap ship without being hit once by turrets...
Cap ship is like a very very big inoffensive target !
Cap ship now is a big nice whale, make it seems like an evil mutant SHARK !
see ya...
My Favorite ship for Cap's is a Rag III loaded out with dual Sunflares dual Chaos swarms and a Gauss MKII. From about 1200-1000M you can launch a good volley of missles, flank off to a side, turn, line up the length of the Cap and come in with the Gauss just a pumpin. Run the length, flank back off in a wide arc, repeat, and reload. This usually works well while sustaining minimal damage. (*note also works well for queens) I usually like to run the side of the Cap oppisite where the missles are about to come in to avoid any splash damage. Learned that lesson quick.
And agreed....Cap ship bombing is easy like my sister. My very overweight, mentally challenged sister, and it should be hard. Hard like my father, my Marine corps trained, Pootie Tang belt whippin father.
S.Sham
And agreed....Cap ship bombing is easy like my sister. My very overweight, mentally challenged sister, and it should be hard. Hard like my father, my Marine corps trained, Pootie Tang belt whippin father.
S.Sham
Personally I think just giving the capital ship some kind of anti-homing missile defense would be sufficient. Something that interferes with any homing missile that passes within XXX meters of it (i'm thinking 400) the missile just doesn't home for the time while it is within that bubble. dumbfire missiles remain dangerous because they are unguided, but homers , especially swarms, have to be pointed directly at the capship instead of being 'dropped" on it by a rag flying past 1000 meters away.
I wasn't high enough to participate in bombing the caps, but from everything I heard and saw on them, it sounds like they could use some anti-missle/fighter flak. Though if you want someone to wet themselves when a cap ship shows up, you need to go for flak AND anti-fighter beams. Something like Freespace 2 is what I usually envision when I think of a good cap ship.
I say just give the capship turrets a swarm alternate-fire option. Now that would be scary.
wonder what the impact would be if the cap ships turrets fired automatically if unmanned. have the ship defend itself. a ship that size should be able to muster its own gunners. but yeah. right now its a big fat papaya ripe for the picking.
The turrets do fire on their own, but only when a hostile target is within range. The problem is that even destroying a turret does not cause the ship to consider you "hostile". Anyone who is currently liked by all 3 nations will never get shot at by an unmanned turret. There has been much more discussion about this in the bugs and suggestions forum, and the Devs are working on a solution.
/givepizza "2 Large with everything" Devs
/givepizza "2 Large with everything" Devs
Thanks GreenGeek. Yes, this issue is more of an issue with the faction system. The devs are not entirely pleased with it either. It will be resolved.
me wonders about adding a regenerative shield for the itani capship, a small and/or large port weapon absorbive armour for the serco nullifying x percent of the damage caused.
Luke!!!
Stay on topic...
Stay on topic!!!
Use the force Luke!
/mutorcs
Stay on topic...
Stay on topic!!!
Use the force Luke!
/mutorcs
"Personally I think just giving the capital ship some kind of anti-homing missile defense would be sufficient. Something that interferes with any homing missile that passes within XXX meters of it (i'm thinking 400) the missile just doesn't home for the time while it is within that bubble."
(ok, sorry, I know this is offtopic, but it is an interesting sub-topic and still about cap ships and bombing):
What about X-Wing-TIE-Fighter-XWA and rest of the series? In these games, cap ship turrets automatically target any missile, that is locked and closing on the ship and from time to time (mostly not), they also fire on any other hostile missiles and torpedoes in range, homed od not. This way, you have virtually no chance to bring down a cap ship (with enough live turrets available, of course) even with a swarm of torpedoes, they just won't get that close to do any harm. But still, If you are a good pilot and have some fighters covering you, you can close to the range that you are able to dumb-fire your torpedoes and because the turrets are busy firing (and missing) on you and your escort, your un-homed torpedo will get thru. And again, if you target the ship and fire, the turrets know the threat and turn immediately on your (locked) torpedoes and destroy them in no time. Just an info, if there is someone who didn't play these games.
(ok, sorry, I know this is offtopic, but it is an interesting sub-topic and still about cap ships and bombing):
What about X-Wing-TIE-Fighter-XWA and rest of the series? In these games, cap ship turrets automatically target any missile, that is locked and closing on the ship and from time to time (mostly not), they also fire on any other hostile missiles and torpedoes in range, homed od not. This way, you have virtually no chance to bring down a cap ship (with enough live turrets available, of course) even with a swarm of torpedoes, they just won't get that close to do any harm. But still, If you are a good pilot and have some fighters covering you, you can close to the range that you are able to dumb-fire your torpedoes and because the turrets are busy firing (and missing) on you and your escort, your un-homed torpedo will get thru. And again, if you target the ship and fire, the turrets know the threat and turn immediately on your (locked) torpedoes and destroy them in no time. Just an info, if there is someone who didn't play these games.