Mon Apr 14, 2003 12:04 am by Nightsilver
Mith - there is no such thing as the "Long Lance" torpedo.
Here's a reccomended setup for a level 10 fighter (Titan, Eagle, or Sabre)
2x Nomad Energy Cannon/Blaster
4x Secondary Weapon (I'll discuss this later)
Hornet Cruise Disruptor / Sunslayer Torpedo Launcher
Ripper Mine Dropper (Screamer Mines work, if you can't find a Ripper)
Adv. Countermeasure Dropper
Adv. Brigandine Shields
Adv. Thruster
OK, you can choose to use either Nomad Cannons or Blasters, it doesn't matter which. Cannons do slightly higher damage per second, but Blasters fire faster. It depends how good your aim is, which you should take.
"Secondary Weapons" are a broad catergory. There are many setups which are useful in different situations. This catergory includes:
Tizona del Cid (Level 9) - a pulse weapon that does about 40/1280 hull/shield damage. It's incredibly useful for PVP, and almost as good for combat against computers. However, since it does virtually no hull damage, it's not advisable to take more than one of these. Also, the projectile speed matches nomad guns.
Salamanca MkII (Level 9) - this is the best level 9 weapon that matches projectile speed with the nomad weapons. If you use weapons with mismatched speeds, you tend to only hit with the faster projectile, missing with the rest of your weaponry. It does approx 480 hull damage per shot (I think) firing at a 4.0 refire rate.
Non-Nomad Level 10 weapons I consider "secondary" since they drain energy like mad. The only ones really worth including are:
DIAMONDBACK (Level 10) - This is my favorite level 10 weapon. The projectile looks the coolest, in my opinion. The weapon fires at a 2.0 refire rate and does 1173 hull damage per hit. All level 10 weapons have identical projectile speed as the Nomad guns. The projectile is a blue and purple ringed tube with a bright blue (almost white) flare on the leading end and a greenish blue core which runs the length of the tail.
CEREBERUS (Level 10) - This is identical to the Diamondback, except for looks. This shoots out a green ball which drags a long, sparkly green trail.
WILD FIRE (Level 10) - Again, almost identical to the Diamondback. However, Wild Fires only do 1075 hull damage per shot (I think..I've never had one). I'm not sure what the projectile looks like.
You can also take Missiles instead of 1 or 2 guns, which I recommend for fights against computer opponents. The two choices are:
Cannonball Missile System (Level 9) - This is from the Javelin family, meaning it's designed to do lots of damage. I believe the missiles do somewhere between 3500 and 4500 hull damage per shot (I want to say about 4400, but I'm not sure). They fire a bright yellow projectile which trails billowing red clouds.
Firestalker Missile System (Level 9) - This is obviously from the Stalker family, meaning it's designed to do less damage than the Javelin family counterparts, but it will track targets better. I think the damage is about half of the Cannonball, around 2200. In my opinion,the missile doesn't track well at all, and neither does the Cannonball. I've never been able to get more than 1 or 2 consecutive hits against a mobile target. After the first impact, they begin weaving erattically with sporadic use of afterburners, which makes getting a missile hit nearly impossible. It takes the computers about 2 minutes before they break this movement pattern, at which point you can hit them again with a missile.
My suggested loadout for the secondary slots are as follows:
2x DIAMONDBACK (or CEREBERUS, doesn't matter which)
1x Tizona del Cid
1x Cannonball Missile (if you're going against computer - for PVP, take a Salamanca MkII instead)