With Aiming Overcharge you simply pile that with Overdrive to get the most damage possible and with the Engine Overcharge you can just pile that with overdrive to get to your destination ASAP like in detonation.
But how do you use Particle Purge and Combat Reboot properly? Particle Purge for me basically kills me while doing little damage to my opponents while combat reboot seems like a waste of an active module slot.
With Aiming Overcharge you simply pile that with Overdrive to get the most damage possible and with the Engine Overcharge you can just pile that with overdrive to get to your destination ASAP like in detonation.
But how do you use Particle Purge and Combat Reboot properly? Particle Purge for me basically kills me while doing little damage to my opponents while combat reboot seems like a waste of an active module slot.
>combat reboot
>waste of an active module slot
Seriously, though. Combat reboot has saved my arse many a time. On fed gunships, it’s a way to extend your invulnerability to slows for another two seconds, on top of (probably) at least one multipurpose. On both, it’s a way to deal with ecms, pulsar, and radioactive clouds.
Particle Purge is kinda situational. It’s for that one ship that has allllmost no health left, but is dodging like none other. Empire ships can deal with the loss of shields very easily. Fed ships can’t do that quite as well, but if with an engineer, especially one with shield heal station, then it’s no problem. Of course, you can use particle purge when the enemy is at full health just as well, it’s just less advisable to do so. What I’d like is a module description that actually told how much damage it does.
How would it PP be of any use when you are dogfighting and your shield is already depleted?
you see interceptor who is low, you put engine overcharge/overdrive, CR if somebody targets you, PP, fly away.
Was fun back in the days, not so fun or useful now as hull dmg have basic big EM damage and cause of point-blank EM torp some even increase it to 100+
Not to mention if they are low they will dodge and try to keep the Adaptive on, so I did 600 damage with 4000 shields.
Bottomline → If you do not build your whole ship and playstyle around it it may score you 1-2 kills once in awhile or desperate save of a station in detonation, but all in all …
Aiming overcharge is good on Thermal and EM weapons, so you can reach at least 50% crit.
Maybe it is OK for the Gaus, but I haven’t seen, nor played Gaus gunship in half a year. (somebody say if he have experience with it recently)
On the railguns you have enough crit. Making it 80-90% is … well, not good imo, but your choice.
But how do you use Particle Purge and Combat Reboot properly? Particle Purge for me basically kills me while doing little damage to my opponents while combat reboot seems like a waste of an active module slot.
I use CR like an Emergency Barrier on demand, or to shake off Tackler debuffs in a pinch. 2 seconds of invulnerability is a long time, especially on a more suicidal dive or if an octopus gets swarmed at you.
Combat reboot seems like a waste of an active module slot.
For example: Same niveau players do 1vs1 with Gunship, the Gunship without CR automatically looses.
Sector Conquest: Use CR to absorb incoming torpedos which are flying to beacons.
Give you more reaction time: 2,2sec invulnerability to everything is quite the best thing you can have.
Absorb heavy Dps: Absorb an anomaly generator or a plasma arc. So you won’t die.
Negate any annoying negative effect: Tacklers / ECM are slowing / jamming you? No problem! Push this button.
Give you more time to finish a kill: You attack a captain, but his protectors shoot you down, he was on maybe 1000 hull. There was no chance again, your team lost. With CR this wouldn’t happen.
Just to say: Combat Reboot is a must have on each damn gunship, nothing more to say.
Yeah, combat reboot is an awesome way to practice your timing with modules too so you can perfectly execute what you need to do. Using that on a gunship and practicing has helped me in other ship classes too because I pay more attention to my modules and can use them way more effectively than before. Combat reboot is a life saver. Still haven’t been able to make good use of the particle purge though
I use aiming overcharge+ion lasers, combat reboot, engine/pirate engine overcharge, and hull rep on my empire gunship’s actives. That combo seems to work the best for me.
Maybe if you use assault rails, the particle purge can take place of the aiming overcharge. Give it some fast shield regeneration and you could be more effective with it? Just an idea