Funny you should mention that - the ship in question must have belonged to a Jameson that I started up yesterday afternoon.Cody wrote:<wanders around hangar - lingers by the iron-assed Adder - shakes head, decides to take the Constrictor SE out for a spin>
Having proven that it is in fact possible to make a decent game out of flying a slow-as-a-wet-week (albeit somewhat iron-assed) Anaconda, I suddenly had the notion to explore whether it was possible to iron-ass an Adder and what it would be like to fly it in combat. So I started a new Jameson by the name of "Commander Baldrick" at Lave, flew him and his Cobbie to Leesti, where I promptly traded the Cobbie in on a Griff Adder and proceeded to kit it out with as much weaponry and defences as I could. When it departed en route to Riedquat the extra energy unit and shield boosters produced some interesting results on climb-out, with the shields requiring several minutes to charge off the standard single energy bank... and the shields are 265 units each compared to a main energy reading of 85 units!
Witched into Riedquat, and it wasn't long before I had my first combat engagement. Because I'm used to flying the slow-as-treacle Atomic Annie I found that the heightened manoeuvrability of the Adder was very frustrating in terms of overshooting a target lock (even with SniperSight installed), but eventually I was able to achieve my first kill with the Adder's military laser! Sweet!
One thing I did notice though. Despite having no hostiles in scope, no battle damage and an (eventually) fully recharged main energy bank, the Adder was still at "Condition Red" all the way back to Riedquat station aegis. In fact, I couldn't even activate full-auto dock because the Adder still thought it was in a critical state even though everything else was clear. It must be something to do with the single Adder energy bank queering things up, maybe?
So far, this was a triumph. I'm making a note here: huge success