I haven't yet tested them in 2.4.1. Last I played with them, I think they were still quite broken. The range was really really short. Like under 1000 short. And I was a much worse pilot. I know that was only a couple months ago, but nonetheless. ;)
I've had the same problem. The GT-220s chew through Vanduul like melted chocolate, but they run dry quick. That's why I've found it best to run a mixed energy/ballistic loadout. The energy gives you longevity, and the ballistics give you straight up kill power.After a long break from the game, I've returned and tried out some new stuff. 2 mantises (mantisi?) on a loaner hornet with a pyro shotgun on the nose. The idea was to zoom in while chewing on them and then shotgun them to finish, but it did not work out like that very well.
The mantises eat through Vanduul quick but run out of ammo quick too. They were often running dry before the reload round.
By the time I got close enough to anything to use the pyro shotgun, I was more focused on not crashing into whatever I was targeting. Even when the shotgun got a kill, I usually crashed into the wreckage that was leftover. Also, it fires so slowly that you only really get one shot when your target is in front of you and in range. Might be more effective with 4 of them on a Sabre, but I haven't tried that and you'd still have the issue of crashing into the wreck.
You can avoid crashing by engaging with speed and apply full side strafe when in medium firing range. That way you simply my a wide curve around your target allowing you to keep guns aimed at target but without crash danger.I was more focused on not crashing into whatever I was targeting. Even when the shotgun got a kill, I usually crashed into the wreckage that was leftover.
The Sabre isn't very effective at close range, the range where the Pyro gets effective. The Sabre is more effective at medium range, ripping through a target, select next, ripping. This way you don't lose time getting at close range and avoiding incoming fire. This is best done with 4 same weapons, That way you get concentrated fire.Might be more effective with 4 of them on a Sabre, but I haven't tried that and you'd still have the issue of crashing into the wreck.
Mixed weapons divide your firing power, I have a 2 stage fire button. One firegroup will always miss when I use both with mixed guns.I've had the same problem. The GT-220s chew through Vanduul like melted chocolate, but they run dry quick. That's why I've found it best to run a mixed energy/ballistic loadout. The energy gives you longevity, and the ballistics give you straight up kill power.
With the Super Hornet you can mount up to six guns, two in Group 1(the wings) and four in Group 2(canard and ball turrets). I only use Group 1(GT-220s) at close range, and Group 2(Omniskys) at medium range. The four turreted energy guns are more than adequate to deal with most targets.Mixed weapons divide your firing power, I have a 2 stage fire button. One firegroup will always miss when I use both with mixed guns.
I use a dual stage trigger. first FG1, then FG1+2. It is a matter of how you fight and in which fighter.With the Super Hornet you can mount up to six guns, two in Group 1(the wings) and four in Group 2(canard and ball turrets). I only use Group 1(GT-220s) at close range, and Group 2(Omniskys) at medium range. The four turreted energy guns are more than adequate to deal with most targets.
Edit: I also just wanted to clarify @marcsand2, I'm not disagreeing with you. I made the mistake of mixing energy and ballistic weapons in the same fire group and you're right. One set always missed, unless you're at extreme close range or are shooting at a large target.
I like the idea of 4 guns all the same plus missiles. You can then set the second stage for the missiles.I use a dual stage trigger. first FG1, then FG1+2. It is a matter of how you fight and in which fighter.
I liked it, because I thought it'll be fun to blast the opponents outta space with one or two death blasts. The truth is: four guns of the same type are overheating way too fast plus you are loosing a hell of fighting flexibility, be it in questions of fighting range (long/medium/short) or in questions of kind of damage. In the meantime I prefer two variants of guns, usually one energy and one ballistic cannon. While the energy cannons for medium range fights are cooling down, I'm going into close encounter, doing short controlled bursts with the ballistics, for then boosting away and going into medium range fighting again. That gives the fight a good agile component, too :DI like the idea of 4 guns all the same
I loaded mixed missiles multiple times, but there wasn't really a choice or.... I didn't took the time to look for a choice. It starts with some missiles, eventually switching to the other type. I believe the order is connected to the missile racks.I like the idea of 4 guns all the same plus missiles. You can then set the second stage for the missiles.
Has anyone loaded two different kinds of missiles onto one fighter and how did that go? Is it that you have to load each launcher with all the same, or both launchers if they're the same have to be loaded the same? I seldom see much explanation of missile selection. Is there any way to load missiles facing backward with external launch systems? That would seem to me very handy for keeping pursuers at bay. I'd love to do that with the Reliant but this are all internal and I don't think they'll let us tweak our own rides site to the point of surgery.
Gladius has 2 different missile types default and way back I tried out the Gladiator. No current system I know of for selecting which missile you fire, so the missile you get from your selection is semi random. Then you have 2 different lock-on times, 2 different tracking modes, 2 different missile speeds, et cetera, and you don't know which one you're going to get next.I like the idea of 4 guns all the same plus missiles. You can then set the second stage for the missiles.
Has anyone loaded two different kinds of missiles onto one fighter and how did that go? Is it that you have to load each launcher with all the same, or both launchers if they're the same have to be loaded the same? I seldom see much explanation of missile selection. Is there any way to load missiles facing backward with external launch systems? That would seem to me very handy for keeping pursuers at bay. I'd love to do that with the Reliant but this are all internal and I don't think they'll let us tweak our own rides site to the point of surgery.
Seems most ships are designed with mixed guns in mind, still I've had most luck with using all the same type. I liked plinking with a small gimballed gun while waiting for a missile to lock on, but it's effect was mediocre.I liked it, because I thought it'll be fun to blast the opponents outta space with one or two death blasts. The truth is: four guns of the same type are overheating way too fast plus you are loosing a hell of fighting flexibility, be it in questions of fighting range (long/medium/short) or in questions of kind of damage. In the meantime I prefer two variants of guns, usually one energy and one ballistic cannon. While the energy cannons for medium range fights are cooling down, I'm going into close encounter, doing short controlled bursts with the ballistics, for then boosting away and going into medium range fighting again. That gives the fight a good agile component, too :D
There is a order, when flying the Freelancer I had allot of missiles, always first the fast locking IR missiles were used, after that the slower locking but better hitting EM missiles were used. I never tried to switch the racks from hardpoint so I'm not sure if it is the missile type or the hardpoint which determines the order. I will try that out later. You just gave me a task ;)so the missile you get from your selection is semi random. Then you have 2 different lock-on times, 2 different tracking modes, 2 different missile speeds, et cetera, and you don't know which one you're going to get next.
Default missile set ups were predictable. I suspect when you take them off and replace them, the predictable order goes out of whack. I have not confirmed this, so more homework for you! (smiley face!)There is a order, when flying the Freelancer I had allot of missiles, always first the fast locking IR missiles were used, after that the slower locking but better hitting EM missiles were used. I never tried to switch the racks from hardpoint so I'm not sure if it is the missile type or the hardpoint which determines the order. I will try that out later. You just gave me a task ;)
The missiles really look like they go out randomly, but first the Freelancers loadout :DDefault missile set ups were predictable. I suspect when you take them off and replace them, the predictable order goes out of whack. I have not confirmed this, so more homework for you! (smiley face!)
Stole these from teacher. You earned it![CONFIRMED]
The missiles really look like they go out randomly, but first the Freelancers loadout :D
1.1. Strikeforce II; CS; FaF; strike
2.1. Dominator II; IR; TL; strike
1.2. Rattler II; IR; TL; cluster
2.2. Tempest II; CS; TL; proximity
3. Spark I; X; DF; proximity
4. Ignite II; IR; FaF; strike
5. Arrester III; CS; TL; proximity (shows on HUD as IR???)
6. Marksman I; EM; FaF; proximity
The one I don't own :(
- Taskforce I; DF; TL; strike
(I peeked at Bailors spreadsheets :p)
(this I just made up: IR=Infra-red; EM=Electromagnetic; CS=Cross-Section; DF=Dumb-Fire; FaF=Fire and Forget; TL=Target Lead)
It almost looks like the missiles get selected automatically based on the hit chances and distance and target signature and locking speed. I did 6 full loads. It went from 1. to 6. but not really consistent, like the missile system had its preference.
On normal runs I used allot of Tempest (until my stock was gone) and filled up with Ignite. The faster locking Ignite always is the first choice. When all were gone the slower locking Tempest is used.
The only way to select your missiles right now is to disable the ones you want to save for later in HUD weapon management.
@Beerjerker was that a satisfying answer? :p:p:p Homework done!!!
No spike missiles in service yet?[CONFIRMED]
The missiles really look like they go out randomly, but first the Freelancers loadout :D
1.1. Strikeforce II; CS; FaF; strike
2.1. Dominator II; IR; TL; strike
1.2. Rattler II; IR; TL; cluster
2.2. Tempest II; CS; TL; proximity
3. Spark I; X; DF; proximity
4. Ignite II; IR; FaF; strike
5. Arrester III; CS; TL; proximity (shows on HUD as IR???)
6. Marksman I; EM; FaF; proximity
The one I don't own :(
- Taskforce I; DF; TL; strike
(I peeked at Bailors spreadsheets :p)
(this I just made up: IR=Infra-red; EM=Electromagnetic; CS=Cross-Section; DF=Dumb-Fire; FaF=Fire and Forget; TL=Target Lead)
It almost looks like the missiles get selected automatically based on the hit chances and distance and target signature and locking speed. I did 6 full loads. It went from 1. to 6. but not really consistent, like the missile system had its preference.
On normal runs I used allot of Tempest (until my stock was gone) and filled up with Ignite. The faster locking Ignite always is the first choice. When all were gone the slower locking Tempest is used.
The only way to select your missiles right now is to disable the ones you want to save for later in HUD weapon management.
@Beerjerker was that a satisfying answer? :p:p:p Homework done!!!