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#11
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I do agree about high level consumables used on small ships, maybe a size could be added to the consumable to restrict it's use to certain sizes of ships.
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Last edited by Michael O'Dwyer : 05-08-2008 at 04:32 AM. |
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#12
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I disagree...
I think the issue is more "how do I generate enough long range damage between consumable cooldowns". A Cerb MC is never going to generate the required DPS at 450+ yds to wear anything down if its captain insists on keeping the range open... opponents either have enough DR to mitigate enough of the damage that does land, or DEF to avoid getting hit altogether. The fact that the OP was taking 15+ minutes to demast and then maneuver behind is more an indication that you can't use the same kite'n'snipe tactics against a human opponent, who has all sorts of repair options, as you did against dumb NPCs that will just mindlessly chase you while you sandblast their bow to nothing. |
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#13
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Better yet, try getting rid of OS/instance consumables and implement a port repair/dry dock process with them instead.
![]() eh? EH??!?!? |
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#14
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Quote:
I don't know about the rest of you, but I get bored of seeing the same three ships solo on the OS. Raa MC, Arcadia MC or some herc variant. There's so many more ships out there but yet for one reason or another none of them are viable. After thinking about it, I believe I can make it work if I respec after 1.4 and put some more sustained DPS into my build and drop the gunnery line. That combined with Entangle shroud should allow me to demast them at range.
__________________
Welcome to Grind Monkeys of the Burning Sea! The only MMO I ever played that made me feel like a Chinese gold farmer. |
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#15
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No I didn't. I'm not sure I understand what "inherent reload buff" means. I'm merely looking at DPS = #Guns X Dmg / Reload. On paper (as long as you stay out of the Raa's topdeck range) it looks like the two ships are very close in DPS with the Cerb having an advantage in Defense and I think target tracking too although I don't have the stats infront of me atm.
__________________
Welcome to Grind Monkeys of the Burning Sea! The only MMO I ever played that made me feel like a Chinese gold farmer. |
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#16
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It has a built-in 15% reload buff, so even bare, it should reload faster. I was looking for my next ship recently and was intrigued by that one and simultaneously de-intrigued by lack of bow/stern chasers.
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#17
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Is this reload buff not shown in the reload times displayed on the ship stats?
__________________
Welcome to Grind Monkeys of the Burning Sea! The only MMO I ever played that made me feel like a Chinese gold farmer. |
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#18
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Yes and no... it IS shown, the F1 entry lists Cerb MC 10lbers as a base reload of 26.7, instead of 30.0... but it's not highlighted in green, so you might overlook it if you didn't already know the reload time of a vanilla 10lb cannon.
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#19
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Couple issues.
1. Mast shots have inherently lower range thus lower accuracy and damage. 2. It's typical (not always) that a higher level ship will outclass a lower level ship 3. MC Cerb has 3 more defense than MC Raa 4. At 400y+, the MC Raa still has more DPS than the MC Cerb Your biggest issue is #1. Here's a tip, only use mast shot for speed debuff if he is running at first. Go heavy a little and wait for the repairs then go mast shot. Also, the MC Raa has 2200 masts and even the best mast consumable, Mast Brace First Rate only repairs 700, then 17% so that would be enough for 1074 masts over time. If you had that ship demasted, you would have been close enough to burn through the repair. Once a ship gets 20%, it is mud slow and even as a NO, I have no issues getting out of firing arcs and closing in at 100y and blast away the sails. |
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#20
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Quote:
__________________
Ray Bones, Stantz, & Styles "Did you just say look at you?" |
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