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 Author ICC assault dread
Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-11-16 00:27   
What exactly is the reason for the 2 railguns and 2 fighter bays on a accault dread? i've been pondering about that for a while now...

imo neither of the 2 is actually being any use in a fight and only make the loadout look dodgy :/

so if they are only there to make it have the same number of weapon slots as the k'luth and UGTO equivelant then they can just as well not be there at all because the damage they add up really wont make a difference..

add 1 more core weapon or 2 HCL's insted of the 2 rails and fighter bays.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-11-16 00:35   
Quote:

On 2009-11-16 00:27, Jar Jar Binks wrote:
What exactly is the reason for the 2 railguns and 2 fighter bays on a accault dread? i've been pondering about that for a while now...

imo neither of the 2 is actually being any use in a fight and only make the loadout look dodgy :/

so if they are only there to make it have the same number of weapon slots as the k'luth and UGTO equivelant then they can just as well not be there at all because the damage they add up really wont make a difference..

add 1 more core weapon or 2 HCL's insted of the 2 rails and fighter bays.



Even though i dont fly them, Agreed.
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2009-11-16 01:18   
Those two railguns saved my life one time, killing a UGTO Battle Dread Seconds before he could kill me, my only available weapons were the two rails... And Fighters are always useful... Even just one.
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2009-11-16 01:26   
This has occurred to me as well.

In terms of the point-cost for those fighter bays and railguns, we could give the AD two more Ion Cannons (which I like the sound of), four more Heavy Lasers (for a total of nine), or TWELVE more lasers/torpedoes.

I personally like the sound of more Ion Cannons best, but there's no saying what we'll go with, if we decide to change it at all.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2009-11-16 03:24   
No comment about the rails but.
Those fighters, The day we get a working interceptor code they will seriously be a hudge adon to the ship.
Ok its a WHEN, but still when the ship is that big, why won't it have fighters?
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Pegasus
Grand Admiral
Pitch Black


Joined: August 02, 2005
Posts: 434
From: Eleventh galaxy on the right!
Posted: 2009-11-16 03:39   
Quote:

On 2009-11-16 01:26, Jim Starluck wrote:
This has occurred to me as well.

In terms of the point-cost for those fighter bays and railguns, we could give the AD two more Ion Cannons (which I like the sound of), four more Heavy Lasers (for a total of nine), or TWELVE more lasers/torpedoes.

I personally like the sound of more Ion Cannons best, but there's no saying what we'll go with, if we decide to change it at all.




While a K'luth pilot at heart I do love flying the Assault Dread, and always wondered about the two piddly little rail guns on a high ranking ship. While the Assault dread has 3 Ion cannons it does fire 6 in a volley, so to match maybe the Krill I would give it one extra Ion cannon because it is meant to be a defense faction ship after all, and change those rails to heavy rails.
The fighter slots i never use and do not bother mapping them.

We had this discussion earlier in the year with the Siphon I believe which has a similar loadout of wasted loadout space.
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-11-16 12:39   
Quote:

On 2009-11-16 01:18, JBud wrote:
Those two railguns saved my life one time, killing a UGTO Battle Dread Seconds before he could kill me, my only available weapons were the two rails... And Fighters are always useful... Even just one.




having those 2 rails killing anyone is down to luck and nothing else.

they still dont fit on a assault dread, and neither does the fighters.


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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-11-16 21:12   
Even the EAD has a heavy cannon mount. Plus, fighters are nice for expanded ECCM coverage via SRRs.
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-11-16 22:14   
Quote:

On 2009-11-16 21:12, Sensitivity wrote:
Even the EAD has a heavy cannon mount.



even worse then.

and dont say the SSR's are useful please. 1 SSR increase my assault dreads sig by 0.1

and that hardly makes the K'luth scared


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Light404
Grand Admiral

Joined: May 10, 2002
Posts: 54
Posted: 2009-11-16 22:47   
I rarely, if ever remember that I have 2 fighters, those pilots have it easy cause they get paid to do nothin cause they never used.

And those little railguns are a waste of slots, I never even see their bullet trails or impacts lol cause they fire at the same time of the far more useful ion cannons.

Assault dread +more ion cannons - railguns - fighters=win (properly equipped ship)
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2009-11-17 13:22   
I agree The AD could do without both fighters and rails...

I'd say 1 Ion + 1 Heavy CL + 1 Power gen/aux shield gen would be best on this beast.
even without the gen then I would add an extra Heavy CL or 2-3 CL's

And as a defensive faction... the AD is meant to be our ship to ship offensive ship.

[ This Message was edited by: Fatal Ants *XO* on 2009-11-17 16:16 ]
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ZeroCool[No Lame No Fame]
Grand Admiral

Joined: October 30, 2007
Posts: 69
From: Another Plan of Existence
Posted: 2009-11-17 18:25   
the 2 fighter bays are extremy usefull if you swap them with SSR, and the two railguns are verry usefull to point shot kluthies.
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2009-11-17 19:52   
Quote:

On 2009-11-17 18:25, ZeroCool[No Lame No Fame] wrote:
the 2 fighter bays are extremy usefull if you swap them with SSR, and the two railguns are verry usefull to point shot kluthies.




Combat Dread is great for this AD is meant for Raw Power
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-11-17 21:18   
Quote:

On 2009-11-17 18:25, ZeroCool[No Lame No Fame] wrote:
the 2 fighter bays are extremy usefull if you swap them with SSR, and the two railguns are verry usefull to point shot kluthies.




did you read the thread?

1 SSR increase a dreads sig by 0.1

wich means you need ten of them just to get a 1.0 increase to sig.

and somewhere around FOURTY to get the same as a ship mounted ECCM, if not more.....

how on earth is that useful other then to lag the enemy to death?

you would need hundreds and hundreds of SSR's out to see a proper impact on a ships sig...


/edit: lets say for the arguments sake that 1 ECCM increase a ships sig by 4.5, so to get the same effect of a sensor frig (5 ECCM) you would need 225 SSR's to get the same job done.

and if my memory serves me you cant have 225 of ANYTHING out at any one time. think F changed that when the mines got introduced to stop the lag....
[ This Message was edited by: Jar Jar Binks on 2009-11-17 22:03 ]
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2009-11-17 22:24   
[dev] AD is fine [/dev]
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