Gladiator

marcsand2

Space Marshal
Staff member
Officer
Donor
Mar 15, 2016
7,007
22,018
3,025
RSI Handle
marcsand2
Does anyone here have a Gladiator and could see if the Hornet Tracker scan turret kit will fit it?
I have a Gladiator but no Tracker :flushed: Is the scan turret kit placed where also the ball turret is placed? If yes, then I doubt that you can fit it on the Gladiator. If you can fit it on the Gladiator, then you also can fit the ball turret on the gladiator. That I can try.
 
  • Like
Reactions: Blind Owl

marcsand2

Space Marshal
Staff member
Officer
Donor
Mar 15, 2016
7,007
22,018
3,025
RSI Handle
marcsand2
Nope, I don't know where you intended the scan turret to be placed on the Gladiator, I guess at the top turret. Right now the top turret can't be replaced by anything, only the guns can be replaced, thus the scan turret of the Hornet Tracker can't be placed anywhere on the Gladiator. The big circle behind the turret would fit but isn't replaceable.

upload_2016-11-21_20-55-54.png
 
  • Like
Reactions: Blind Owl

Shadow Reaper

Space Marshal
Jun 3, 2016
5,503
15,250
2,975
RSI Handle
Shadow Reaper
Thanks! I still like the Gladiator teamed with the Prowler, especially if it can wear void armor. That turret is a huge waste though. Put scan in it and it would rock. Put an EMP Generator in or extra fuel tanks.
 

marcsand2

Space Marshal
Staff member
Officer
Donor
Mar 15, 2016
7,007
22,018
3,025
RSI Handle
marcsand2
Thanks! I still like the Gladiator teamed with the Prowler, especially if it can wear void armor. That turret is a huge waste though. Put scan in it and it would rock. Put an EMP Generator in or extra fuel tanks.
You can do some dogfight with it, although the Gladiator is sluggish. I wouldn't do PvP dogfight in it. Against light fighters the 2 Badgers can do some damage. Right now Badgers can shoot a long while before they overheat. Good for suppressive fire.
 
  • Like
Reactions: Blind Owl

Shadow Reaper

Space Marshal
Jun 3, 2016
5,503
15,250
2,975
RSI Handle
Shadow Reaper
I was just looking for S3 Arrester missiles to chase target escorts and S5 Stalker V's to hit whatever you're targeting. It is conceivable to me you could have 4 players aboard the Prowler and one aboard the Gladiator, and be able to reliably take ships like the Star G with 6 Tana escorts. I ran several wargame scenarios last weekend and the Prowler did better than 3 Vanguard every time. I can't imagine taking down real targets with less than 5 players and would not have thought it was possible with just 5 until I looked hard at the Prowler. It is a mean machine. Even slow as molasses, it is going to be a real killer.

The Gladiator however, does not need the turret gunner. It needs scan ability to lock missiles at great range. If it can lock a Tana at 12 km it could be fine as is, but I would be surprised.
 

Shadow Reaper

Space Marshal
Jun 3, 2016
5,503
15,250
2,975
RSI Handle
Shadow Reaper
There are actually a handful ships that can lob S3's, but unfortunately they all have just 2 launchers so, in order to fire a flurry of missiles all in short time period, you really need to have several ships. The 325, Lancer, Stalker, Gladiator and Vanguard could all supply fire support, but the stalkers are cheap, have very low RCS and could supply back up boarding troops since they can carry something like half dozen. Those reserve troops could easily be a game changer. Thing is you need at least 3 Stalkers for 6 inbound Arresters at a time, you are really looking at a 7 or 8 man attack team. That kind of team might be able to take down a Polaris, however. Hard to say.
 

marcsand2

Space Marshal
Staff member
Officer
Donor
Mar 15, 2016
7,007
22,018
3,025
RSI Handle
marcsand2
- Gladiator has 2x S3 guns and has 4 pylon mounts, 4x dual S2 so I guess 4x S3 pylon mount and bomb bay with 4x S5 missiles
upload_2016-11-22_19-57-58.png

- Freelancer has 4x S3 guns and 6x S3 + 6x S2 pylon mount
upload_2016-11-22_20-0-34.png

- Freelancer MIS has 4x S4 guns and 10x S2 pylon mounts, 2x S3??? and 2x the big pylon mount on the inner side of the wing
upload_2016-11-22_19-52-2.png
 

Shadow Reaper

Space Marshal
Jun 3, 2016
5,503
15,250
2,975
RSI Handle
Shadow Reaper
Have you flown your MIS much? One of the things I don't understand is when it says "2x S3 - 6". I'm presuming this means 2 launchers, with 6 S3 missiles total, or is it 12 total? This matters, because the MIS can be made somewhat stealthy by removing the exterior pylon mount missiles and putting Void Armor on it.

The MIS is unusual to start, because it has S3 in the rotating auto-loader, but what is the time between launches? The missiles themselves have tracking lock times, so one supposes after waiting for a missile to come available, the Arrester III still needs 3.2 seconds to lock before you can launch again.

Personally I would want fire support for a Prowler coming from ships an opponent can't see. If an escort ship can see a missile launching ship at 10 km, the player will be tempted to immediately go after it. Really the best thing is for the escorts to spend a few seconds indecisive, choosing between the fire support and the Prowler. That time could be enough for them to die. If they go after fire support that is 10 km away, they will necessarily be gone for minutes, which is enough for the Prowler to drop 3 teams of 5 boarders and exit the scene. Then the missile-boats leave and whether the escorts are still alive or not, they have failed to protect their charge. So having the missile-boats off screen due to extreme range and perhaps limited stealth is really handy. It will force defenders to look for what they cannot see instead of firing on the Prowler.

S3's fly much faster than fighters, so they can attack from extreme range and have decent travel times to target--about 1 second per km. S2's don't have enough range, and require about 50% more signal to lock, so no good at 10 km (with the exception of the Rattler II.) S5's are too slow to attack escort fighters with. They're for bigger ships.
 
Last edited:
  • Like
Reactions: marcsand2

Shadow Reaper

Space Marshal
Jun 3, 2016
5,503
15,250
2,975
RSI Handle
Shadow Reaper
This also means that if they are evaded / overshoot, the turning radius will be big
Yes. The missile stats are illuminating but it is well to reserve judgement until we can do some serious testing. CIG has published missile speeds, forward, reverse and maneuver accelerations, tracking angles, etc. The Arrester III's have a wide tracking angle compared to most, but one missile tracks 360*, and it could be that is the only one that can circle for a second pass. We should have a whole thread just for the peeps to share what they learn about missile flight dynamics. I think it is one of the least understood parts of combat. I have never found anything on youtube that is instructive.

I can tell you, if you look carefully at the stats, the Rattler II's are very impressive. They have low mass so won't slow your ship down much. They are VERY fast to target. They lock quickly. They turn hard and have excellent range for an S2. They need a hot target, but most fighters fly energy weapons and are hot once battle is joined. They do great damage too. Trouble is they blow stuff up and the you can't collect your pirates' booty. They're also expensive, but for self defense against hot energy wielding pirate Buckies, they are likely a great choice.
 
Last edited:
  • Like
Reactions: marcsand2
Forgot your password?