Perhaps. But if your AI loves getting into close range scuffles, then the Rattlesnakes superior dps will carry the day.
Depends on numbers to a certain extent.
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Perhaps. But if your AI loves getting into close range scuffles, then the Rattlesnakes superior dps will carry the day.
My video series shows otherwise...
This difference is expanded due to how ship mods work. Good luck getting a Nemesis to 1 km/sec speed. On the other hand Dragon Raider can get 1.3 km/sec or possibly even 1.4 km/sec with perfect mod rolls. Let us not forget the much better travel and boost speed.
S ship swarms with pulse lasers are the only ships that can hit it reliably and even then it needs a huge number disadvantage in a tight space. Single ships stand no chance at all since Dragon Raider can hit boost and be behind them in under a second where all they can do is try to dodge until they die.
Being an M ship that is flown by the player it will auto repair to 90%+ hull anyway. If I do want that extra <10% hull or are annoyed by the health bar being visible I send it to any short of player owned ship repair facility and repair the rest for free in an instant. Honestly cannot remember the last time I used the repair laser on anything other than mission targets.GCU Grey Area wrote: ↑Sun, 24. May 20, 17:11 Don't think I ever used my repair laser more than when I was flying a Dragon Raider, but at the time it was the only Split M warship I could buy. Sometimes felt like I was spending more time outside it making repairs than inside flying the damn thing. Must be all that soggy cardboard they used for armour. Best thing I ever did with it was use it to steal a proper Dragon (& best thing I did with that was to steal a Cobra), so does have it's uses. Wouldn't be flying the ship I do now without it.
I do not think so. The repair logic checks if the host ship supports mass traffic and since M ships do not I suspect it does not get to calculating repair drones into the repair rate. That said one can always to a scientific test and time approximately how long the same ship takes to repair with and without repair drones. Of course reload between attempts as crew can earn experience by repairing which will improve repair speed.
They are the best player flown destroyer. With weapon mods you melt Ks like nothing. With speed mods they are fast enough to avoid most missiles and even reverse away from Xenon I heading towards it.
I'll agree with that.
Still takes 2 unmodded rattlesnakes to handle a K. 2 ody, 2 rattlesnake. The ody on the other hand will stay far away and take a lot less damage, gives you a little leeway in how you react when the fight goes from 1-sided in your favor to unmatched and you're losing.Out of sector their DPS is really good and is the only destroyer that can almost solo a Xenon K without mods.
Now try that with the Phoenix and Behemoth. I seen tons of Ks solo 2 NPC ones without a scratch.zakaluka wrote: ↑Sun, 24. May 20, 20:35 Still takes 2 unmodded rattlesnakes to handle a K. 2 ody, 2 rattlesnake. The ody on the other hand will stay far away and take a lot less damage, gives you a little leeway in how you react when the fight goes from 1-sided in your favor to unmatched and you're losing.
Still takes time waiting for repairs & Dragon Raider has such a weak hull every single point is vital - on more than one occasion if I hadn't gone into the fight with a fully repaired hull it would have been game over before the end of it. Perhaps it was the ships I was hunting at the time - ZYA fighters & Dragons (stealing them was my only source at the time), but it seemed every time I went into combat my shields would vanish in an instant & then they'd start knocking great chunks out of the hull. Was really quite a relief when I finally managed to nab a ZYA Dragon, shields were still just as abysmal but at least I had a bit more hull to play with. It even came with a mk4 engine.Imperial Good wrote: ↑Sun, 24. May 20, 20:05 Being an M ship that is flown by the player it will auto repair to 90%+ hull anyway. If I do want that extra <10% hull or are annoyed by the health bar being visible I send it to any short of player owned ship repair facility and repair the rest for free in an instant. Honestly cannot remember the last time I used the repair laser on anything other than mission targets.
S/M ships finish repairs the instant they dock at the repair facility, which can be mobile. Hence the only time wasted is docking, which is quite fast.
Sounds like you are pushing the ship too much. Picking fights that there is even a chance to lose is pointless and one can just send in a couple of L or XL or a wing of S as a distraction. As soon as some of the enemy ships are no longer focusing completely on you it becomes trivial, as was shown in the videos. It struggles when it gets to 4 or more ships nearby attacking it, but then again every non-L or larger ship struggles in these cases. Sure the Nemesis might be able to face tank all that damage due to its tougher shields or the Dragon due to its tougher hull but still that is not optimal fighting as you are effectively fighting at a number disadvantage. It is not really a dog fight anymore when there will always be 3 or more fighters gunning at you.GCU Grey Area wrote: ↑Sun, 24. May 20, 21:52 Dragon Raider has such a weak hull every single point is vital - on more than one occasion if I hadn't gone into the fight with a fully repaired hull it would have been game over before the end of it.
Its turn speed restricts that. Hence one should not take it for dog fighting but rather for its other characteristics. It also is such a massive target that it takes more hits.
Not like the Dragon Raider can even be hit by Xenon L turrets if flown properly... Only reason I got hit in my video series was because I was messing around waiting for my other ships with anti-capital weaponry to finish off the target. That and I likely suck at flying ships, I never did well in Freelancer.GCU Grey Area wrote: ↑Sun, 24. May 20, 21:52 It can take multiple hits from a Xenon L turret & keep going.
And the Gorgon Vanguard of PAR.
They handle about the same. Only reason the Dragon Raider may feel significantly worse is because it is faster so even if it were to turn faster the turning circle would still be bigger.
About 10-15, in tight formation. Basically where any M ship melts in seconds if they start taking hits.grapedog wrote: ↑Sun, 24. May 20, 22:40 And I know you like to say concentrated packs of enemies... but how many are you talking about. I'll take my Nemesis solo into battle with anything less than 10-15.... while a dragon raider, with it's 1 extra gun, will get smoked trying to sit behind a target with it's flimsy shields and thin hull. The nemesis, cobra, and I believe even the non-raider dragon will last a lot longer.
As shown in the video linked above. The toughest Nemesis Sentinel or Gorgon Sentinel was no match for my Dragon Raider using sub-optimal weaponry. They are so slow and easy to hit they basically become bullet sponges.
It has 2 M shield generators instead of 3 so it has 2/3 of the maximum shield.Ebany wrote: ↑Mon, 25. May 20, 04:50 Cobra - Basically a buffed Gorgon Vanguard but with only half the shield strength. I love this ship the most but find the lack of shields can be an issue as only S-class craft seem effective at straff/dodging. Also have odd issues with it getting stuck to structures.
this is why i like my nemesis, i can take down I's and K's, or large packs of enemies, without need for calling in additional ships. i like the cobra for the same reason, just the 3 main weapons, it takes a bit longer.EGO_Aut wrote: ↑Mon, 25. May 20, 00:12 I only would prefer the Nemesis over a Dragon or Cobra if i need to eleminate K or I turrets, but i do not need it anymore because my S fighters/fregattes do the job. And a simple K is much faster soloed in a Dragon, 5 vs 6 slots you know.
With some experience there is no need for a Nemesis, and for careful ppl a Dragon can do the job. But if you don't mind the slower speed, the Nemesis is a good ship.
When I was flying my Dragon Raider I didn't have anywhere near enough to afford a fleet of 20 million credit auxiliaries to keep it constantly patched up. Had just the one ship which was in almost constant need of repairs. When I eventually swapped it for a Cobra, still didn't have that fleet but the need for repairs was far less essential. Sufficient hull that waiting for the crew to fix it was practical - even heading into battle with only 1/2 the hull intact was viable (still double that of a Dragon Raider at full hull). Think ships should be judged on their own merits, rather than what they can accomplish if they also have a fleet of capital ships to help them.Imperial Good wrote: ↑Sun, 24. May 20, 23:58 S/M ships finish repairs the instant they dock at the repair facility, which can be mobile. Hence the only time wasted is docking, which is quite fast.
Again you're working on the assumption that Dragon Raider's fine if you also have a fleet of capital warships. In my experience Dragon Raider on it's own has issues if there's more than a handful of enemies around. Cobra doesn't.Sounds like you are pushing the ship too much. Picking fights that there is even a chance to lose is pointless and one can just send in a couple of L or XL or a wing of S as a distraction. As soon as some of the enemy ships are no longer focusing completely on you it becomes trivial, as was shown in the videos. It struggles when it gets to 4 or more ships nearby attacking it, but then again every non-L or larger ship struggles in these cases. Sure the Nemesis might be able to face tank all that damage due to its tougher shields or the Dragon due to its tougher hull but still that is not optimal fighting as you are effectively fighting at a number disadvantage. It is not really a dog fight anymore when there will always be 3 or more fighters gunning at you.
Turn rate's fine on mine:Its turn speed restricts that. Hence one should not take it for dog fighting but rather for its other characteristics. It also is such a massive target that it takes more hits.
Yeah, wouldn't dream of using a Dragon Raider for smashing Xenon L turrets. Too bloody risky - ship's far too flimsy for the task. Not remotely a problem for Cobra - full speed dive directly towards the turret, brief burst of gunfire to soften it up, then a torp launched at point blank range to finish the job. Do take the occasional hit doing that, but generally doesn't matter in the slightest - Cobra can easily withstand the shot & be back outside turret range in under 5 seconds.Not like the Dragon Raider can even be hit by Xenon L turrets if flown properly... Only reason I got hit in my video series was because I was messing around waiting for my other ships with anti-capital weaponry to finish off the target. That and I likely suck at flying ships, I never did well in Freelancer.
I'm using Shard turrets on mine, upgraded with basic Slasher mods (all re-rolled until minimum +33% damage & +84% reload). Need to get fairly close (<1km) & slow down to a similar speed as the target, however if you do they can deliver reliable damage even to evasive S targets. Often shoot main guns (2x Tau) until they're on the verge of overheating then let my turrets finish the job. That way my Taus are nice & cool by the time I'm on the tail of the next target.
I'm only unlocking mods now I think. First ever PT and not explored the Research tree fully. But shard is a good idea - I just don't want to risk firendly fire so much.GCU Grey Area wrote: ↑Mon, 25. May 20, 15:53I'm using Shard turrets on mine, upgraded with basic Slasher mods (all re-rolled until minimum +33% damage & +84% reload). Need to get fairly close (<1km) & slow down to a similar speed as the target, however if you do they can deliver reliable damage even to evasive S targets. Often shoot main guns (2x Tau) until they're on the verge of overheating then let my turrets finish the job. That way my Taus are nice & cool by the time I'm on the tail of the next target.
Cobra does struggle in these same situations as well. Even 3 Xenon Ps can melt its shielding as 2 shield generators is still very little when lots of damage starts to be thrown around. On the other hand Dragon Raider kills the Ps considerably faster due to its double gun count so usually none of the Ps can get strafe runs going on the Dragon Raider since it can move on before then.GCU Grey Area wrote: ↑Mon, 25. May 20, 10:16 Again you're working on the assumption that Dragon Raider's fine if you also have a fleet of capital warships. In my experience Dragon Raider on it's own has issues if there's more than a handful of enemies around. Cobra doesn't.
If you take 3 times the hits all that extra toughness is pointless as effective toughness would be the same as Dragon Raider.GCU Grey Area wrote: ↑Mon, 25. May 20, 10:16 Easily good enough for dogfighting. As for taking more hits, probably does, but with 2x shielding & 4x hull of Dragon Raider it's generally inconsequential.
Dragon Raider works fine with smashing xenon L turrets. When modified and with some skill it becomes impossible for Xenon L turrets to hit it. One can use the same approach as stripping capital ships of turrets in XR, WASD in a circle so the turret's predictive aiming always misses. One just needs to make sure to keep within the maximum operating range of the ships guns, such as 4-5km as too close and there comes a chance they might land hits. With balanced shield mods the Dragon Raider shielding can take roughly 3-4 XEN L turret hits which is sufficient operating margin.GCU Grey Area wrote: ↑Mon, 25. May 20, 10:16 Yeah, wouldn't dream of using a Dragon Raider for smashing Xenon L turrets. Too bloody risky - ship's far too flimsy for the task. Not remotely a problem for Cobra - full speed dive directly towards the turret, brief burst of gunfire to soften it up, then a torp launched at point blank range to finish the job. Do take the occasional hit doing that, but generally doesn't matter in the slightest - Cobra can easily withstand the shot & be back outside turret range in under 5 seconds.