Great to see some stealth and some flechettes, but I'm a bit puzzled by the the RG... It dosen't add anything to flechettes and works against the silent running, so why not two SM with drag?
Good point. The thing is that if flechettes are good to damage modules and are a nice way to counter a big prisma boy, I had difficulties to snipe a submodule (like PP) with them. So the idea was to disable the ship's drives (often the 1st to fall dawn), then force the ship to reboot and snipe his FSD and Powerplant with rails. By this time the opponants modules are usualy crippled so it is safe to quit Silent Run while doing so. SM with drag should be a nice addition to ease your aiming, true. I used another alternative with some success, flechettes and Advanced missiles (super Pen and rapid fire). They are great for the "coup de grace" when shields are down and you dont need PIPs to WEP with this set up at all ;-) o7 CMD
@@jaek5903 Wow, that is an answer! Personally, I've used the Flechettes a lot and my conclusion is that no other weapon is a good match because 99% of the time you will disable Engines first and then the fight is over, so any weapon that attacks shield or hull is useless because you won't use them anyway. Only exception I found is the drag effect on a missile, that one adds something because it is not intended on doing damages and it precedes the Flechette strikes: so I shot a mid-range missile first, when the enemy is facing me, then I can have a clean shot, and you really need very few clean shots to disable even a Prisma Cutter or a Super-Tank Type10 (8A Thrusters integrity is 165 so with the 6.5 damages by piercing you only need to land 25 Flechettes to kill 8A Thrusters, so 5 passes with a full-Flechettes FDL is sufficient to disable a Cutter with a 13000MJ shield!). Using Flechettes on a ship that can handle 4 or more Flechettes and still manoeuvre (Challenger, Krait, FDL) is therefore totally OP as long as your opponent can't manage to stay further than 1.5km. 07 CMDR, like your vids!
thx and true ! Not many but shieldless mechanics could do with some improvements too ! Love your work and channel btw, from a long time :) th-cam.com/channels/ZNQkko48QL03cx6ryh3ucg.html
thx for your nice words! Even if it far from true. I get my ass kicked soooo many times :-) I only enjoy playing with non meta ships/builds! here is a TRUE master, CMD NA'Qan, th-cam.com/channels/L0qebEnZSMy3i514MO9gaA.html he is really amazing and inspired me a lot when I was about to give up this game
Great to see some stealth and some flechettes, but I'm a bit puzzled by the the RG... It dosen't add anything to flechettes and works against the silent running, so why not two SM with drag?
Good point. The thing is that if flechettes are good to damage modules and are a nice way to counter a big prisma boy, I had difficulties to snipe a submodule (like PP) with them. So the idea was to disable the ship's drives (often the 1st to fall dawn), then force the ship to reboot and snipe his FSD and Powerplant with rails. By this time the opponants modules are usualy crippled so it is safe to quit Silent Run while doing so.
SM with drag should be a nice addition to ease your aiming, true. I used another alternative with some success, flechettes and Advanced missiles (super Pen and rapid fire). They are great for the "coup de grace" when shields are down and you dont need PIPs to WEP with this set up at all ;-)
o7 CMD
@@jaek5903 Wow, that is an answer! Personally, I've used the Flechettes a lot and my conclusion is that no other weapon is a good match because 99% of the time you will disable Engines first and then the fight is over, so any weapon that attacks shield or hull is useless because you won't use them anyway. Only exception I found is the drag effect on a missile, that one adds something because it is not intended on doing damages and it precedes the Flechette strikes: so I shot a mid-range missile first, when the enemy is facing me, then I can have a clean shot, and you really need very few clean shots to disable even a Prisma Cutter or a Super-Tank Type10 (8A Thrusters integrity is 165 so with the 6.5 damages by piercing you only need to land 25 Flechettes to kill 8A Thrusters, so 5 passes with a full-Flechettes FDL is sufficient to disable a Cutter with a 13000MJ shield!). Using Flechettes on a ship that can handle 4 or more Flechettes and still manoeuvre (Challenger, Krait, FDL) is therefore totally OP as long as your opponent can't manage to stay further than 1.5km. 07 CMDR, like your vids!
wow what a fight!
a close one indeed! Did not expect to survive it :)
Great battle I do love a stealth DMS great ship you do not see many these days.
thx and true ! Not many but shieldless mechanics could do with some improvements too !
Love your work and channel btw, from a long time :)
th-cam.com/channels/ZNQkko48QL03cx6ryh3ucg.html
finally seeing usage of this weapon.
you are master!
thx for your nice words! Even if it far from true. I get my ass kicked soooo many times :-)
I only enjoy playing with non meta ships/builds!
here is a TRUE master, CMD NA'Qan, th-cam.com/channels/L0qebEnZSMy3i514MO9gaA.html
he is really amazing and inspired me a lot when I was about to give up this game
F'ing loggers
DBS gang