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Ion Phoon:
2fefi/2 spits gator guzzies knocker haven or defier pint or deepol (deepol is recommended for ppl that want to shoot all 4 weapons most of the time) duelist, 3 flashfires This is very popular setup for phoon pvp-wise. Pest: spits are more popular instead of thorns |
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Capacitor is probably the biggest variable between pilots in just about any ship type. Ambro uses a spore in his ion phoon, and a lot of people still use a pint even though the data shows that the deepol is better until you reach 10 seconds of continuous fire at which point the pint's efficiency factor finally makes up for the extra initial storage factor of the deep. Plus the deep is lighter, and money is no object.
Pest: some people use 2 sharks and a thorn. Reason is that a spore will volley fire both sharks, then fire the thorn solo. If the pest had a sz3 cap, or if I had never learned ions and stuck with lasers the whole time, I'd probably fly that ship exclusively. As it is, hardly anyone flies a pest these days. |
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My sword belongs to my people. |
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So is the technology behind Straker/Cobra/Hammer (and now Landlord), but that's how it works, so that's how I describe it.
From the Straker description, in the JOSSH database: "Think of the Straker as a basic machine gun." As for the ion loadout, I can't plead anything but stupidity. Yet another of the things I'll have to get to in the few free minutes I find here and there. ![]() |
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Just another nohbody professional statwh0r3 |
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The Deepol is better than the Pint in virtually every underpowered Phoon application, as is the Defier to the Haven. For PvP, any Phoon flying a high-mass config (Pint or Deepol cap with Ions or Raks) would benefit from a PWD ECM. Only if you are going for an ultra-light config (lasers with a low-masss cap like a seed/jug/germ/spore) should you go without an PWD. IMO, if you're going to fly the Phoon like a mini-nix (I do), then go all out: use a PWD and a DT, and don't sweat the mass.
Anyone flying a Machine Gun Phoon deserves what they get. ![]() Oh, and the FeFi Nado is listed under lasers and not Ions. IJs would probably be the lasers of choice. As is the Defier when I fly a Nado. With 50 seconds of FF and a DT, that's a lot of recharge time. Also the Plasma Nado lists Landlords as guns instead of Plasma. Also, all the Rangers are produced at 2 stations each (undocumented on JOSSH). Oct: OP and OC. Quant: Corri and QC. Sol: Wake and SC. |
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Again, I'm fixing things as I go... ever so slowly.
![]() I didn't use Deepols, in most situations, because the [excrement]y efficiency, and in spite of the "cost not an issue" in the disclaimer that should/will be at the front once I fix everything up I still do think of expenses, and over a megacred is significant to all but billionaires, in my mind. As for the laser/ion labeling, it's possible a cut/paste didn't get corrected. IJs are listed in laser loadouts where appropriate, I just don't think the power surplus of a 'phoon makes it qualify as "appropriate". The bombers have IJs in their loadouts, as do the HFs save the 'soon (again, power issue thing). (This being in spite of the fact that VAPORs have better damage/second. Damage per shot is lesser, but compensated for by refire rate of VAPORs.) (And on a related note, has anyone ever wondered for what "VAPOR" is an acronym? With the punctuation in the official documentation it seems it'd stand for something.) |
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Yeah, I wouldn't put IJs on a Phoon, but I would put them on a Nado. On a Soon, if I were to go lasers, I would go IJs and BurnMk2, I guess. But I wouldn't fly a Soon for any reason. If I wanted extra padding, missiles, and FFs then I'd fly a Nado and not have power trouble. If I wanted speed and can live with power trouble, I'll fly a Phoon.
Yeah, pulse lasers are crap. In a furball, you want to hit hard in a couple of shots (snapshot power), you don't have time to hit them a dozen times just to get noticed. As for the Deepol, it takes almost 10 seconds for a Pint's superior efficiency to finally catch up to the initial damage outlay that the Deep's superior capacity is able to deliver, at full throttle (the Deep looks even better in the comparison at lower throttle, not to mention furball snapshooting power which is a difficult quality to measure). No other fighting ships that use sz3 caps have power issues (which makes efficiency an irrelevant stat for non-Phoons in comparing the 2 caps). Once you get past the initial ~800k price difference, the per-death cost difference is quite low (46k loss for Pint, 120k loss for Deep using my IR of 9.0). And the Deep is lighter. As I said, capacitors are the biggest variable between pilot taste. But when I look at the numbers, there simply is no contest in large-capacitor Phoon loadouts. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 797
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Nohbody, first I applaude you for your hard work. Excellent product. My only suggestions for improvements would be on the gun slots/missile slots. You only give the total number of slots and I think it would be helpful to have the actual configuration as in 5x5 on the Vulture for gun slots or 2x2x1x1 for the Chirop, or the 1x2x1 on the Hawk or 2x3x2 on the Turkey. Same deal on the missiles, since the last mod that put size limitations on the missile slots, you have not only the number of missiles but the size of missles on those slots.
I'll grant you that most of us know that Lastlights are size 1 and Thorns are size 2, or strakers are size 1 and Cobras and Barraks are size 2, but not all the people using the Ship loadouts are going to 2k hour people. I don't know how much extra work this would mean on your part, or programming on Jumps side, but I think it would be worthwhile to have it. Still, improvements or not, it's a damn fine product and a great service to the community. |
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