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  #11  
Old 05-08-2008, 04:27 AM
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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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  #12  
Old 05-08-2008, 05:06 AM
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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  
Old 05-08-2008, 06:26 AM
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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  
Old 05-08-2008, 09:35 AM
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Originally Posted by Omm View Post
Who is making you fight at max range? go close range and you will not have this problem.

Omm Boo
Nobody is MAKING me fight at max range. I'm doing it to find a counter to the overpowered Raa MC. And taking a Cerb MC in where a Raa can hit me with both of his gundecks is suicide.

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.
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  #15  
Old 05-08-2008, 09:39 AM
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Quote:
Originally Posted by Targellian View Post
Also... did you take into account the fact that the Raa MC has a slightly higher Inherant Reload Buff? You can check a ships basic IRB by looking at the base reload times of the 1/2lb swivels...

No Bonus = 8.0
MC Cerb = 7.1
MC Raa = 7.0
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.
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  #16  
Old 05-08-2008, 12:31 PM
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Quote:
Originally Posted by El Conquistador View Post
No I didn't. I'm not sure I understand what "inherent reload buff" means.
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  
Old 05-08-2008, 03:55 PM
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Originally Posted by hylentor View Post
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.
Is this reload buff not shown in the reload times displayed on the ship stats?
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  #18  
Old 05-08-2008, 04:32 PM
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Quote:
Originally Posted by El Conquistador View Post
Is this reload buff not shown in the reload times displayed on the ship stats?
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  
Old 05-09-2008, 10:44 AM
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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  
Old 05-10-2008, 06:42 PM
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Quote:
Originally Posted by El Conquistador View Post
I only managed to fully demast one boat but before I could manuver behind him he popped another exceptional mast brace. This was probably the third one he used and the only reason I actually got him demasted was he mistakenly used a structure brace the time before.
I don't know if your talking about our fight few days ago near St. J. I did hit the wrong key by mistake and used a structure brace, but you never got behind me. You kept at 400+ yds which just annoyed me I kept trying to chase. I used mast superiors in that fight because I didnt have great sail integrity.
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