I prefer my Scoutships with 3 Lasers and a rack full of Missiles.
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- Macavenger | e-mail: (url="http://"mailto:e-gamerguy1@attbi.com")mailto:e-gamerguy1@attbi.com(/url)e-gamerguy1@attbi.com
I prefer my Scoutships with 3 Lasers and a rack full of Missiles.
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- Macavenger | e-mail: (url="http://"mailto:e-gamerguy1@attbi.com")mailto:e-gamerguy1@attbi.com(/url)e-gamerguy1@attbi.com
Quote
Originally posted by Macavenger:
**I prefer my Scoutships with 3 Lasers and a rack full of Missiles.:p
**
Bah... Missiles are usually a major issue on a Scoutship pilot's budget. They are expensive, often jammed, and limited in damage. I find the javelins more handy, especially since you can always get more from pirate corvettes and clippers.
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I prefer missiles on scoutships personally. In two racks, 9 missiles will disable a corvette, which holds more than enough money to pay for replacement ammo.
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(This message has been edited by God (edited 20-20-6003).)
Quote
Originally posted by The Thought Police:
**I prefer missiles on scoutships personally. In two racks, 9 missiles will disable a corvette, which holds more than enough money to pay for replacement ammo.
**
Yeah, missiles are an excellent weapon, so much as you have the funds and room to support them. I really hate missiles on scoutships, mostly because the above stats would leave hardly any room for anything else. Javelins only require ten tons (for the kind of firepower I like ;)), and the ammo eats up none of that nice weapon's space.
Bah, but who needs short-range, easy to jam, expensive low-damage missiles when you've got long range, can't-be-jammed, pack-o-whallop torpedoes? Of course, missiles can certainly turn faster...
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Well, playing plugs with the Aurora is all fine and good, but when you get down to hardcore, no cheat, sweting-as-you-kill-off-the-alien-cruiser-hope-my-comp-don't-crash, now that's true EV.
As of late, we've been hearing quite a lot about all this "trade-route" buisness, and personally, it seems to be quite a reliable $-gaining source, but you must admit, it's dull. Really dull. And stealing from pirates- forget it. In my opinion, you should work hard, play by missions alone until you get a courier. Then choose a side (preferrably rebels) and start attacking its enemies. This provides a quick-and-easy way to gain access to the higher-level missions (killing enemy ships = Good legal standing ;)), while still giving you money. However, government ships do not carry goods, and pillaging wepons is tedious and does not put the almost, but not quite like, entirely-unlike-tea liquid on the bulkhead. Instead, become arebel and start killing off nuetral ships. They, being a simple "unified protectorate," do not care if you do this. It will worsen your confederate reputation, however, so be carefull when you get that first missile rack (/winks at Mac)
As for the scoutship revelry- it's BS. The courier has, in many situations, proven itself infinitly more valuable than anything that yellow little dustbin can scrape together. Under proper guidance and upgrades, the courier can outcalss any stock EV AI ship.
I buy a scoutship as soon as i can, pump it up a little, and i try to get the diphidia mission as soon as possible and completing it, giving me a nice 1 million credits to spend on an argosy and upgrades. The diphidia mission is definitely a nice and easy money source.
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Go Red Sox! Down with the Yankees!
Personally, I prefer a Courier or Clipper with a Rebel Cruiser escort. I was observing a Confed/Rebel Cruiser battle near Liberty Station, hoping to plunder the ship of the disabled loser. Well, the Rebel lost so I boarded his ship and stole credits and missiles. My capture ship odds were 10%, but I said "what the heck" and did it anyway. And I got a new escort, which essentially takes out anything except a Confed Cruiser.
So my advice would be to stick around during any of these sort of fleet engagements. You might end up with a high powered ally!
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Originally posted by Uncle **** :
**
So my advice would be to stick around during any of these sort of fleet engagements. You might end up with a high powered ally!**
And lots of hostile systems! I'd use the ship as my own, not an escort...
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Quote
Originally posted by Captain Skyblade:
**And lots of hostile systems!:p I'd use the ship as my own, not an escort...
**
Not if ya kill enough Pirates! Of course, I side with the Rebellion anyway so the Confeds are bound to hate me. Personally, I couldn't stand to have such a slow ship as my primary vessel. Besides, when the comp controls him, Mantas, missiles and Heavy Rockets regenerate whenever I land. Besides, it's kind of fun to attack a Confed Frigate in a Clipper and then just high tail it out of there while my Cruiser does the dirty work.
Cheap. I would have taken it, man. It's really not a "slow" ship when upgraded. It goes as fast as a scoutship or shuttlecraft.
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Thies post wuz cheacked bi Microsoft speel cheacker!
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Quote
Originally posted by Jimbob:
**Cheap.:p I would have taken it, man. It's really not a "slow" ship when upgraded. It goes as fast as a scoutship or shuttlecraft.
**
Agreed. I find the Rebel Cruiser to be an extrememly swift and responsive ship for its size. It sure beats its 'Fed counterpart.
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