Setting up a Castor gunship

What would you change on this Castor?

 

With ion emitter and flat reflector, the range is 3220. It’s a close match for this Castor sensor range of 3250.

 

Two iridium heatsinks heating it up, and shared cooler cooling it down results in 15.9/2.2 overheating/cooling.

 

No energy buffs except ERS as the shield.

 

Infared scanner is on it at the moment, but it is probably not as useful as overclocked cpu or proton wall with this. It can’t really be a criticals ship unless I change the main gun.

 

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When you dont want to use Focusing Lens then go with Flat Reflector and in the Crew 2c(rank 2 top).
You can use in the shield slot waht you want, but i dont think that ESR is the best choice.

Excellent. Thanks John161. I’m wanting to see how it goes with that hull. I see we have the same engine, capacitor and cpu modules installed. Have you been playing that with mk II ion emitter, or is that just for an ion emitter Castor example? Which main weapons were most useful while gaining synergy on it?

Excellent. Thanks John161. I’m wanting to see how it goes with that hull. I see we have the same engine, capacitor and cpu modules installed. Have you been playing that with mk II ion emitter, or is that just for an ion emitter Castor example? Which main weapons were most useful while gaining synergy on it?

I dont fly empire gunships that often in T4, only in 3&5(with ion). Atm i dont have the voucher to upgrade the ion emitter but it is planed.

For synergy gain the weapon makes no difference. Play objective and kill everything and you will get you synergy.

Empire gunships really are the turds of Star Conflict. I’ve been wanting to figure out their usefulness since an old post I started where the Phobos was the main focus in September 2013. They are slower than frigates. They can’t take as much damage as frigates. They don’t do impressive damage even with every damage buff there is. They get wiped out in almost every round of pve. They get wiped out in any open space zone that has pirate or alien npc’s. They get wiped out when attempting to do anything with them in skirmish. They can’t run from any spam. They can’t recover from spam. They have no defense against interceptors. They have no defense against frigates. They have no defense against fighters. They have no defense. They have no aoe repellents.

 

I don’t want to seem like I’m encouraging people to fly these. I don’t want to seem like I’m saying they’re awesome ships worthy of this attention. They’re the most useless class there is. I don’t bother to take it into pvp anymore either.

Here’s today’s useless version of the Castor:
 

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Here’s the Lightbringer I’ve been wasting some time on. It seems to be even worse because it cannot be set up to strafe or rotate like the Castor.

 

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Empire gunships really are the turds of Star Conflict. I’ve been wanting to figure out their usefulness since an old post I started where the Phobos was the main focus in September 2013. They are slower than frigates. They can’t take as much damage 

 

so not true. #Spark

 

 

they have more manuverability than frigates, yes less firepower but still they are useful support ships. It’s like engi/command. only good for flying if ur in a team that works together. 

 

edited because i quoted the wrong post. 

 

 

 

so not true. #Spark

 

 

they have more manuverability than frigates, yes less firepower but still they are useful support ships. It’s like engi/command. only good for flying if ur in a team that works together. 

 

edited because i quoted the wrong post. 

 

 

The part about being only good for flying in a team that works together is agreeable, but every ship role is plus somewhat useful in varying other situations. Empire gunships happen to be the least useful / most cripple in every imaginable situation of pvp, pve and open space. Federation gunships are more impressive but still quite useless. I also read somewhere in these forums that gunships have been rendered useless for special ops, but I do not know what that means since I haven’t done a special ops.

I also read somewhere in these forums that gunships have been rendered useless for special ops, but I do not know what that means since I haven’t done a special ops.

That they got useless for spec ops is only because the Singularity Cannon is no more able to hit one target twice or more(boss|-|defiler) and on frigates you can still use the grenade launcher which can hit multiple turrets on the defiler(was possible with singu or phaser before patch). So it is not the fault of a gunship it self only coz a weapon nerf.

 

 

The part about being only good for flying in a team that works together is agreeable, but every ship role is plus somewhat useful in varying other situations. Empire gunships happen to be the least useful / most cripple in every imaginable situation of pvp, pve and open space. Federation gunships are more impressive but still quite useless.

Gunships are also useful alone especially when they go with an Singu vs Jericho Frigates. When you will fly T5 you will see way to much empire gunships, imo they are only rather weak in T4

The part about being only good for flying in a team that works together is agreeable, but every ship role is plus somewhat useful in varying other situations. Empire gunships happen to be the least useful / most cripple in every imaginable situation of pvp, pve and open space. Federation gunships are more impressive but still quite useless. I also read somewhere in these forums that gunships have been rendered useless for special ops, but I do not know what that means since I haven’t done a special ops.

0_o fed gunships are far from useless. they are some of the most useful ships. u just don’t fly em right if u think they’re useless. message me ingame (ArcTic) for a good build. 

0_o fed gunships are far from useless. they are some of the most useful ships. u just don’t fly em right if u think they’re useless. message me ingame (ArcTic) for a good build. 

 

Why not post a good build here in the forums? But, I can put 'em together. I can fly all the roles as they’re intended except ecm which I abandoned 2 years ago. This Empire gunship thing has been an off and on 2 year quest to find their usefulness.

They can’t run from any spam. They can’t recover from spam. They have no defense against interceptors. They have no defense against frigates. They have no defense against fighters. They have no defense. They have no aoe repellents.

 

Have you ever heard of combat reboot, engine overcharge and particle purge?

 

They don’t do impressive damage even with every damage buff there is.

 

Wanna sit in a guard while my spark fires supernova bubble with 4800 damage per bubble and +149% crit damage at you? Off-phase, it will rip of your shield in one shot…

 

 

I agree that in t3 you have less room for making such builds, especially if you don’t have any TTCs (which some people still own even though they were removed from that tier)

They have no defense.

 

With this build?

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I have to agree that THIS build have no defence. 

 

Don’t blame class for your mistakes… Those builds are just bad.

With this build?

 

I have to agree that THIS build have no defence. 

 

Don’t blame class for your mistakes… Those builds are just bad.

 

That one is one of the better performing Castor configurations of all I’ve done with it. It’s a strafer without rotation debuffs from galvanized armor. It has 24,592 survivability (at synergy 8/10) without adaptive activated. Strafe + afterburner turns on adaptive shield in less than 2 seconds. That’s excellent considering shields are supposedly almost like an optional bonus on Empire ships.

 

There are many ways to configure this. It all has similar results.

 

I noticed you were unable to say anything about putting together a Castor in a thread called “Setting up a Castor gunship”. All you’re able to say is “those builds are just bad” without even knowing about the strafe + adaptive and no rotation debuff. You managed to waste my time and any other readers’ time with absolutely nothing useful.

 

Have you ever heard of combat reboot, engine overcharge and particle purge?

 

 

Wanna sit in a guard while my spark fires supernova bubble with 4800 damage per bubble and +149% crit damage at you? Off-phase, it will rip of your shield in one shot…

 

 

I agree that in t3 you have less room for making such builds, especially if you don’t have any TTCs (which some people still own even though they were removed from that tier)

 

 

To be able to rip the shield off a guard is legit. But, are we pinning all usefulness of an entire class on attacking a guard, if we can reach the guard, if the guard happens to be in kinetic or thermal shield mode? Is that the reason to have a gunship on one of the four tables to go into battle? How many months or years would it take to manually achieve full synergy on one tier 4 Empire gunship if that is all you do with it? And are you talking exclusively about Empire gunships, exclusively about Spark, or are Federation gunships even better for what you want to do with a gunship? What are your chances of success with a Castor?

I think gunships are easily the best class in the game, combat reboot is just so good. If I could I’d use all four spots on Mjolnirs in T5.

While I don’t know much about T4, I would use this on the Castor: 

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And this on the Tiger-M:

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I think gunships are easily the best class in the game, combat reboot is just so good. If I could I’d use all four spots on Mjolnirs in T5.

While I don’t know much about T4, I would use this on the Castor: 

 

I went with iridium heatsinks instead of pulse dischargers on Castor because of its energy problem. With no energy buffs or debuffs except the F7 afterburner implant, mine has 120 max energy regeneration and 130 afterburner energy use. So, engine overcharge does not do anything. Click it, and energy is soon gone / no afterburning. That’s why my more recent Castor has no engine overcharge. I decided to mess with particle purge for a while instead. With 2 pulse dischargers reducing energy regeneration, you could use something besides engine overcharge in active modules.

 

What do you mean you don’t know much about T4 with all that purple stuff? :smiley:

 

I went with iridium heatsinks instead of pulse dischargers on Castor because of its energy problem. With no energy buffs or debuffs except the F7 afterburner implant, mine has 120 max energy regeneration and 130 afterburner energy use. So, engine overcharge does not do anything. Click it, and energy is soon gone / no afterburning. That’s why my more recent Castor has no engine overcharge. I decided to mess with particle purge for a while instead. With 2 pulse dischargers reducing energy regeneration, you could use something besides engine overcharge in active modules.

What do you mean you don’t know much about T4 with all that purple stuff? :smiley:

Having purple stuff doesn’t mean flying this tier often.

Did that guy really just say “empire gunships are turds”?

Did that guy really just say “empire gunships are turds”?

 

I also gave several reasons for it which haven’t been addressed except for “but!.. combat reboot!” as if it’s the greatest xxxx polisher to ever exist. Federation gunships can have combat reboot too. Any fighter can use singularity cannons with damage and crit buffs, plus they can get to important positions before the game is over. Covert ops interceptors are ripping shields off of guards all the time. Recons drain ship shields while firing EM main weapons. Combat reboot and singularity cannon are not raising Empire gunships to the usefulness of any other ship in Star Conflict.