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	<title>Talk:Alliance Crusader/@comment-76.24.210.16-20180824124831/@comment-189.232.22.1-20180828223159 - Revision history</title>
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	<updated>2026-11-02T19:02:31Z</updated>
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		<id>https://elite.mistflux.co.uk/w/index.php?title=Talk:Alliance_Crusader/@comment-76.24.210.16-20180824124831/@comment-189.232.22.1-20180828223159&amp;diff=101382&amp;oldid=prev</id>
		<title>189.232.22.1: Created page with &quot;To the previous reply: you&#039;re simplifying things excessively.  I was very curious about the Chieftain when it launched, and I did extensive testing; I did the same with the Ch...&quot;</title>
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		<updated>2018-08-28T22:31:59Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;To the previous reply: you&amp;#039;re simplifying things excessively.  I was very curious about the Chieftain when it launched, and I did extensive testing; I did the same with the Ch...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;To the previous reply: you&amp;#039;re simplifying things excessively.&lt;br /&gt;
&lt;br /&gt;
I was very curious about the Chieftain when it launched, and I did extensive testing; I did the same with the Challenger as I couldn&amp;#039;t quite feel comfortable with the Chieftain, and the latter enabled me to do that which the Chieftain did not.&lt;br /&gt;
&lt;br /&gt;
The Challenger can indeed develop stronger armor than the Chieftain. You can push the 4k armor mark on a loadout with shields, and a module reinforcement package, and still have a size 6 slot to spare for whatever else you want. Try the same loadout on the Chieftain and you&amp;#039;ll be somewhere around the low 3ks.&lt;br /&gt;
&lt;br /&gt;
The Crusader can get past 3k armor while still retaining shields and a large size fighter bay; it does have less firepower in terms of hardpoints, but the ability to launch two fighters changes that.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the sustained DPS statement regarding the ship-launched fighters is an out-of-context claim in the sense that it completely ignores the practical application and focuses only on the synthetic calculated DPS data.&lt;br /&gt;
&lt;br /&gt;
Fighters equipped with thermal weapons can get a huge boost to their sustained DPS when activating their heat sinks, as such an action enables them to fire their weapons both continuously and permanently as long as the heat sink is active. You also are ignoring the fact that the fighters equipped with plasma repeaters deal thermal-kinetic damage; they may not be the top pick for DPS, but they&amp;#039;re on the upper tier regardless, and these fighters do not receive penalties against armor or against shields due to their damage type.&lt;br /&gt;
&lt;br /&gt;
And furthermore, you are neglecting the survivability of various fighter types, which is an important factor here as this ship will rely on its fighter-launching ability to keep up with the others in terms of offensive capability. Fighters with point defense can be extremely durable against NPCs in general in the hands of a capable pilot; and in PvP, the Condor with gimballed beams is arguably the most efficient anti-ship-launched-fighter weapon due to its chaff module and the fact that its gimballed beams have no aim jitter unlike larger size beams, and can cook an enemy ship launched fighter in just a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
You also are neglecting the fact that sustained DPS is not sustained when you are using fixed weapons. You have less time on target with fixed, so burst DPS weapons are something to consider here as well.&lt;br /&gt;
&lt;br /&gt;
Also, you claim that these ships are not good for anything other than combat, and state that as a negative point. I remind you: they are wholly advertised as combat ships. So your argument here has zero relevance.&lt;/div&gt;</summary>
		<author><name>189.232.22.1</name></author>
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