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Повідомити про проблему з перекладом
I'm still trying to get other loadouts to work, but still nothing competes with my 3x rail guns and 2x multicannons.
As you said yourself the whole appeal is having that huge hardpoint, and I just can't find a place for it. My next attempt is going to be your suggestion. I will swap out a rail gun for a huge multicannon and see how that goes. I'm determined not to let this class 4 slot go to waste..
So these are my suggestions:
-x4 medium laser, x1 huge multicannon
-x1 huge multicannon or beam laser, x4 medium multicannons.
You can also experiment with your ship, just remember that you need to tap into the engineers to make the FDL truly shine.
(EDIT: corrected some typos)
The only problem with 4 Medium MCs is the damage falloff against large ships, though with four of them it should be minimal.
I would try either 4 Medium Burst (Or Pulse, if PP doesn't permit Burst) Lasers + 1 Huge Cannon or MC, or 1 Huge Beam + whatever kinetic loadout.
If mostly targetting smaller ships, maybe even try all Burst lasers (or Pulse if PP doesn't fit Burst).
But either way, as Alex says, you're GOING to have to engineer to get the most out of any ship, especially the Power Plant, Rail Guns, and Beam Lasers, as those give more power, and suck up the most power, respectively.
EDIT: Completely forgot about Particle Accelerators, which are like a railgun mixed with a cannon and go up to Huge size.
With this you can just kill everything. The lasers are more than enough for the small ships and the big PA just wrecks larger targets. You can two shot an Anaconda powerplant.
If you can't get efficient PA, then you can put there a cannon or a multicannon. Remember to always put the antiarmour weapons in the biggest hardpoints to avoid the size penalty.
In case you can keep the range, then switch the long range bursts for efficient burst.
If that is the case I have to tell you the Combat Pyton is absolutly the most awesome combat ship in the game. If is far superior to the FDL.
Others will tell you different........but I have used both ships extensively and the Python is the better combat ship........well just better ship in general.
Also, the placement of the large hardpoint in the FDL is a bit inconvenient. Smack dab on the bottom........I find weapons on the bottom to be the hardest to use.....might just be me.
I didn't read the entire thread so if this has been discussed just ignore me.
They really don't... They do a lot more damage, and they don't suffer damage penalties against big ships.
Dead wrong. Huge Beam has the highest DPS in the game (if memory serves). Huge cannon punches holes through most ships. Huge multi tears things apart. Huge plasma is just plain brutal against everything...
EDIT: Memory didn't serve. Huge frag cannon has highest DPS in the game. You just have to be really close to get the full effectiveness of it.
Just one of my tier 2 rail guns out dps' all huge hardpoint except for the frag cannon, and as you said yourself you'd need to be right on top of your target to make any real use out of those things.
I will admit however that I have not considered the advantage of no damage penalty against large ships, I wasn't even aware that there was one applied to smaller hardpoints.
Unless the numbers changed a Med. Railgun has 50 DPS (41 DMG per shot) and a pierce value of 48.
A huge gimballed multicannon has only 28 DPS but a pierce value of 68.
Also if you are measuring a railgun in DPS you are either an ace pilot or an idiot (no offense indended)
There is no way to play out that DPS unless you manage to keep your nose on target all the time. So I'd go with the per shot value of 41 here.
Big ships have hull hardness of 60 to 70. That means the huge MC has no damage penalty (or only very slightly) while the Railgun suffers a penalty of 20 ... 32%. That means we're down to 32.8 ... 28 damage here.
Also the MC will not overheat your ship or drain your capacitor dry.
I'd prfer the MC by far over the railgun here. Also the sound is much cooler.
Thanks, this has cleared a lot up for me. Things make a lot more sense now.
I've fitted out my ship with 2 med MCs, 1 huge MC, and 2 med rail guns. I will see how things pan out and comment here :)
the MCs should just rip everything apart while the rails are going to have a larger delay between each shot. hence why there actual damage per second is lower, once a MC spins up it just keeps firing until it needs to be reloaded.
someone mentioned targetting subsystems, Well gotta watch that, some ships will die before you can destroy the subsystems, namely the dropship and that line of ship, the FAS and gunship might be similar. also make sure you can get a clear view of the side the subsystem is on, otherwise your just trying to dig through the ship to it.
Yes, I've learned this from experience now. The trouble is learning where the modules are all located. I nailed it in War Thunder, so I'm sure I can learn in Elite.
Most of the time you will destroy the ship before you destroy most of the modules.
In case you are still interested in destroying modules, use super pen railguns, cannons or missiles. Those do a lot of module damage.
Life support in PVP. You'd be amazed at how many pilots can't fight once they've lost their canopy...