Seemedlike a good way to get some extra firepower without compromising stealth-capabilities. I think the only other option at the moment if you don't want to have too much of an increased signature is the laser repeaters. They are supposed to use a "relatively" low amount of power although apparently they lack firepower.
I think it'll be hard to have both stealth capabilities and a lot of firepower at the same time. Seems like it's either one or the other. Although you'd think that if you just used your Ghost to get the drop on someone that with the element of surprise you could probably take someone out even if he or she does outgun you. By all means you wouldn't want to treat the Ghost like frontline fighters like the F7C or the F7C-M.
The ghost is for me a scout ship, you can discover thing without getting detected. Hmm Like a rogue , sorry but like this, ambush ship.. Something like a covert ops cloacked recon ship in eve online. Not a big firepower but hard to detect low heat , very hard to lock on with missiles and like this.
What are your thoughts on a couple of missile racks? Will the addition compromise the stealth configuration much? I took those mounted to my Aurora and slapped them on the Ghost... Granted it is just one set and RSI is not offering additional missile only upgrades, but it is a little somethin somethin...
I would think that mass drivers would be the best bang for the buck as it uses very low energy and allows you to switch damage types on the fly and they seem to pack more punch so it will free up power grid for other options perhaps while lowering th EM signature.
Also lets not forget that you dont show up on your enemies hud to be locked on. You combine that with the ship being painted black in a first player view only space sim and the advantage is huge! Lets also not forget the possiblity of smuggling nefarious items in your cargo hold too. Shields given enough punishment will wear down in time. So your DPS although, not as effective as a normal or super hornet may simply overpower them over time because, your apponent simply will have problems hitting you. Also, if your apponent can't lock you then I would think they will have issues using missiles against you too. Seeing all these reasons Im sure any equal size ship may have the fight of there lives on thier hands trying to take one of these things out. I personnly love the ship but hope that they dont increase the ability for dps too much for fear of it being overpowered.
But, to answer your question I would do a mass driver and missile combination. Leaving the rest allone so as to not raise my signature too much and look into power transfer systems to send extra power to shields (when needed) and wait and see what mods would be available for mass drivers.
I'm a bit dubious about how useful missiles would be on on a Ghost. I'd like to find out more about what kind of signature they would give off and and how easy it would be to spot where they came from when fired. I'm really not that concerned with not being armed to the teeth with my Ghost, that's not it's job after all, I'd use my other hornets for that. With that in mind though I'm sure that we'll eventually have some missiles optimised for stealth.
Great information on the third nose gun, I just confirmed it on my ghost. Although I did it with the repeaters, it looks very intimidating and adds some punch. Now I will see about those mass drivers. I like the concept ALOT and the ability to swap different ammunition loads on the fly adds some nice potential.
CCC... just to confirm... you are running 5 mass drivers on your ghost? That is just the added punch I was looking for and if your logic serves, you may have further reduced your energy signature... Brilliant! I believe you have just invented another Hornet variant... The F7C-S-CCC... Or more commonly called the Ghost Driver...
as far as i can tell its moddled in there perfectly i dont know if you can see this but i posted this on THS topic, and yes i like my stealth lol as you can tell my ghost is one of my baby's such a nice ship
I'm not a fan of the ball turret as it will probably be laser and use a lot of energy, but we will ahve to wait and see what comes out i'll def try it out i wish i had a ball turret to just smash on there but i think it will remove some of the stealth looks/ options might not work we will see in due time
I agree Blade Dance, a mass driver/missile combo seems to make a lot of sense until we can put the theory crafting to the test. I now share your concerns about the prospect of being over powered, where as, when I started the thread my concerns stemmed from a fear of being under powered. (Thanks a bunch to you and the other respondents... special shout out to CCCorp and his 3 gun nose mount!)
I can vouch for CCCorp when he says that 3 weapons can be fit into the nose and that they are modeled to perfection... Did it today except used repeaters... It looks marvelous... As too whether it is a glitch or not? .... Please allow me my fantasies... we can only wait and see...
I suspect it basically comes down to how stealthy you want to be. Because the way it's designed firepower and stealth are at opposites edges of a sliding scale. To some degree you can get around it by using hard ammo guns, but those come with the added problem of limited ammo capacity and a need for reloading. A problematic proposal for a ship that has to choose between guns and cargo hold.
If you want stealth I think you should abandon thoughts of winning fights by leveraging firepower. I think continuing with the asymmetric nature of the craft would give better results. When playing as a rpg rouge class building your character to try to overpower the enemy is not the optimal build, I think a similar mindset is true here. So instead of "how do I cram in more dps/shield/speed" ask what kind of asymmetric gear would synergize well with the purpose of the craft.
The scout wants to get into position, and use it to observe unseen. Here fighting is failure, and you may often find it shutting down most systems entirely for maximum stealth. So you could potentially ditch firepower entirely. Rather it should focus on passive sensors and simply rip out anything that gives out signature. Overall not the best role for a Hornet, since it does not value firepower and has no bed to log out.
Ambush fighter however is much more viable. Since while stealthier guns are less powerful it can fit so many that it can challenge most other craft. However the big point of it is that it can get much closer before getting noticed on radar, and is harder to get a missile/targeting system lock on. It relies on the enemy falling into confusion and shock upon attack, failing to muster a competent response for several seconds (or longer!). Something that is multiplied for larger fleets relying on given orders by a commander.
Adding firepower here simply means you are discovered sooner, allowing more time for assessing the situation and shouting orders over TS for the intended target. And we can also presume most competent fleets will have dedicated scanning players, increasing detection range further. At some point you would have been better off using regular Hornets to maximize firepower, on account of the element of surprise being negligible.
So instead I'd advocate increasing the asymmetrical capabilities of the ambush fighters. We have already heard of several Joker Engineering weapons that would increase surprise, confusion, and complicate coordination for the enemy. Disruption cannons, EMP, concussion warheads, as well as different kinds of EWAR that confuses enemy radar, makers it harder to achieve lock-ons and scrambles HUDs.
Lacking precise info, or balancing philosophy for these concepts we can of course not know how they affect stealth. But since they have a specific company dedicated to it there will definitely be more from this end as the game progresses.
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