Sun Jun 26, 2005 3:14 am by AkulaSharpe
Eh, I think you should check your facts a bit, mate. First of all, the Acceleration on the Reaper is far better then the Shroud. While the top speeds may not be comparable, top speed hardly matters if it takes you five minutes to get there. For example, say you've got a lovely missile coming in on your six, and you're in a shroud, and you jam your afterburner on. Well you make it up to top speed in four, maybe five seconds...and bam. The missil caught up to you in two or three. Now in the reaper you're up to top speed alot quicker, giving you more time to react to the missile because, while you may not be able to out run it, buying you time to think sure is an advantage.
Okay, so that's one problem addressed. Let's take gun energy into account next. In addition to having more guns (to drain the weapons quicker) the Reaper ALSO has a higher recharge rate for it's cannons. The only reason it seems faster in the Shroud is because the Shroud, once again, has a higher storage capacity for energy. So you can fire longer with the Shroud, but once your energy is out it's going to take sometime before it's ready to go again, giving the Reaper the advantage in a long drawn out dogfight.
Okay, second problem addressed. Now let's look at armor. Grab that above situation, missile incoming, 2-3 seconds to react, not enough speed to outrun. Okay, let's see if we can soak up a missile hit, we've got full shields right (Don't get me started on missiles in SL, IMO they're WAY to powerful). So the shroud takes the hit, and well, bye bye Shroud. Not fast enough to accelerate out of the way, and not enough armor to take the hit. The Reaper, however, is all about pilot survivability. With 24 decoys to the Shrouds 10, and extra armor to boot, this is a missile eating machine. Nothing to fear when you're flying a Reaper, that's for sure.
Okay, third problem addressed. Let's look at some other things. Missile hard points. 4 Screamers enough to own anything in a Shroud, huh? How about a Reaper with a load out of no less then 8 Solomon pods. That's double your missile load. Double your pleasure, double your fun, know what I mean? Not only is it double your loadout, but they're Solomons! You haven't played SL until you've seen a Reaper unload a full barrage of Solomon missiles at an enemy flight line. Their formation literally crumbles as they claw for space to survive. And most don't. Well timed Solomon launches can literally rip apart an entire Squadron of enemy fighters in seconds. Try that in your Shroud. Decloak. Fire off your puny wave of four pods worth of missiles and oh my, you just got hit with a missile and have no armor, didn't you?
Fourth problem addressed, we're moving into point five with a strong foundation here...weapons systems. Missiles are lovely things to have along, but they're for special circumstances, and emergenices only (and for disrupting the every annoying Kamov). Early in the SL missions the first time through it was not unusual for me to return home with several missiles still on board my ship. Why? Because I like to have a tactical reserve. That being said, I never rely on missiles or consider them expendable ordance. I count every missile I launch, and make every missile count. And so, the real killing power of your ship comes from the "unlimited" power of your guns. Now, a Shroud can pick away at an enemy all day, and not get a kill, but a full blast from the Reapers guns and that fighter in your sights isn't a fighter anymore, it's a hulk of slag. But that's not the only situation we need to address, as in SL you face turrets and Corvettes. Would you like to try taking down a Kurgen in a Shroud? All by your lonesome? For that matter, how many times have you seen a Kurgen floating around alone? Would you like to take out two, on your own? Now, this problem can be alleviated by carrying extra missiles (IE: Jackhammers or Screamers), but let's think about that. You usually hit Kurgens on the way to the target, not at it. It takes 20 screamers, or 1 jackhammer to take down a Kurgen. With only 4 missile slots on a Shroud, we've used up half our missiles and aren't to our targets yet...with a Reaper, just line it up and let it rip. And don't worry about taking the occasinal hit, you're armor can stand it. Whew. That Shroud is looking pretty dangerous about now, and we haven't in covered turrets, which frankly, I wouldn't want to shoot at in something as paper-thin as the Shroud.
Just a few minor points to make now, you did mention afterburning fuel. This is realtively insignificant, there is a 30 second disparity between their stats, and for the loss of only 1 missile hardpoint the Reaper can more then make up for that and still oust the Shroud for missiles. Also, you may be tempted to mention Cloaking, but this approach is limited in it's applications. Once the enemy knows you are there, he knows you are there. And you DO have to decloak to fire.
Now, that's all been said, and I've sufficently bashed the Shroud, however, I do believe it has it's uses, and an important role to play in combat. In fact, the Shroud could take the Reaper anyday, WITH a skilled pilot at the helm of the ship, who knows how to use it.
Unlike the Reaper, the Shroud is not a dogfighter. It is what I would classify as a Strike Craft. It moves in, hits hard, and then disappears again. That doesn't mean it's out of the fight, but it's made to hit it's target rapidly and then get out of the way again. Moving in and out of combat repeatedly. In fact, the best role I've found the Shroud to take is as a support ship, paticularly useful in turret clearing, or backing up fighters in combat. It performs adequetly in escort roles, but only when face with a limited number of ships.
The Reaper, on the other hand, is all muscle. Don't deploy this ship where time or lives are on the line. This a dogfighters dream, a heavy combat ship with a great weapons load out. And its a ship the pilot can rely on to bring him home, too. If you send this into a dogfight with a nest of enemies you can bet it's going to come back out again, and the enemies won't be to boot. However, try sending this ship against turrets. Without the invisability and agility of its breathren ship the Shroud it would get ripped to pieces easily.
So that's my two cents. Neither ship is better then the other, it depends on the role the ship needs to play. And the pilots abilities and prefrence.
One more note. Both ships have the ability to use blindfire, however, only the Shroud can make true use of this ability as blindfire does not work with multiple weapons systems. A pilot flying the Reaper would need to lead his targets manually. Less skilled gunners should select another craft then the Reaper.
I would classify both ships as ships for "Advanced" players. The Shroud will get ripped apart if you try to dogfight in it, and moving into and out of combat is not a skill "novice" players have. The Reaper, likewise, will get shredded when faced with to many targets, or turrets. Unless it's weapons systems and missiles are used effeciently and quickly. Again, a skill I wouldn't attribute to "Novice" players. So that being said, the Reaper appears to me, as I am a dogfighter at heart. None of this cloak and dagger stuff for me. But I tip my hat to the Shroud, my best friend (who often flys on my wing in the SL Campaign) is quite effective with the Shroud, especially at clearing turrets.
Anyway, sorry for the long post and late reply, hopefully the content will make up for all that. =P