Game Guides Archive

Thread: Help with TIE Aggressors

Nik_Tasse
Wed Jan 26, 2005 7:27 am
#1

I always get it handed to me when I fight these guys. Can anyone give me some tips on how to beat them?



Phinius (Roadkill)

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BadgerSmaker
Wed Jan 26, 2005 7:36 am
#2

I avoid them at all costs, far too annoying.



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Nik_Tasse
Wed Jan 26, 2005 7:50 am
#3

I would, but the mission i'm trying to finish has 4 of them protecting the freighters I have to destroy...so I have to kill them. I tried gust killing the freighters but after that I get a message that tells me "command" wants the escort destroyed too...



Phinius (Roadkill)

TKM, Master Pikeman, Master Pistoleer, Master Combat Medic, Master Rifleman, Master Commando, Rebel Colonel, Rebel Pilot
-All I am is a trigger pullin' beam catcher, doesn't pay very well, but the retirement plan is great!-

See the Geek Himself
Jibblett
Wed Jan 26, 2005 8:05 am
#4

Get help


Thats the only way I managed to get past multiple Aggressors, the turret AI never missing means that they rip through your shields as if they weren't there.


Practically though, get behind or underneath them, and target thier weapon, once its gone, if your still around, they are nothing more than crap ties.

Easie said than done though IMHO.



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XComCaptain
Wed Jan 26, 2005 8:25 pm
#5

Aggressors are always bad news. If you can avoid them, however if they are part of your mission get help! Second try to get either concussion missles or proton torps whatever your ship can carry. It will at least help reduce its shields to where you can disable the rear weapon. Other than that try to use droid commands to punch the aggressor with as much firepower as possible or defend yourself long enough to finish it off. When going on a mission with them have your flight wing concentrate on the aggressors first. It makes mopping up the rest a lot easier.


Good Luck



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Yodabing
Tue Feb 08, 2005 4:13 am
#6

Just use the [ key to target its rear gun.No gun = no threat



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HardwiredXMan
Tue Feb 08, 2005 12:52 pm
#7

Ok, first of all, I'd like to know some information as i have never seen a rebel mission with 4 aggressors in it. I've seen both the phoenix and vortex squadrons level 4 missions and neither of them have more than 1 aggressor in any mission.


What squadron are you in?

What mission is it?

What are the details of the misssion?

Is the mission in multiple parts or just one single mission objective?

What's the loadout of your ship? (mainly the sheilds, engines droid interface and droid commands)

What sector is the mission in? (dath, yavin, endor, dant...etc)


Anyway, the easiest way to do any mission is to get help from master pilots or other tier 4 pilots....that might be a little hard to do if you don't have friends that are pilots because most people aren't bothered with JTL anymore as there is nothing left to do after you master and PVP is a joke (dying in one shot is so stupid).

Sharkboy
Tue Feb 08, 2005 5:15 pm
#8






HardwiredXMan wrote:

Ok, first of all, I'd like to know some information as i have never seen a rebel mission with 4 aggressors in it. I've seen both the phoenix and vortex squadrons level 4 missions and neither of them have more than 1 aggressor in any mission.


What squadron are you in?

What mission is it?

What are the details of the misssion?

Is the mission in multiple parts or just one single mission objective?

What's the loadout of your ship? (mainly the sheilds, engines droid interface and droid commands)

What sector is the mission in? (dath, yavin, endor, dant...etc)


Anyway, the easiest way to do any mission is to get help from master pilots or other tier 4 pilots....that might be a little hard to do if you don't have friends that are pilots because most people aren't bothered with JTL anymore as there is nothing left to do after you master and PVP is a joke (dying in one shot is so stupid).







Not sure what squadron, but you start in Tyrena I think, then go to Lok, then somewhere else and back to Lok. It's the 4th mission.

When you come upon the freighters, I believe 2 are dormant (tie's) unless you attack them, they'll start defending when you start attacking the freighters.


I've done this several times, since I keep failing a few mission legsafter this one. But I've done it several different ways.


Always go in with one targeted first, and have it's gun targeted. Once the gun is disabled, they're like everything else.

Also you have a command ( I'm not in game now to remember) that will confuse your targets. It's not a droid command. As soon as you get behind one use it and it will give you a few secondsof not being fired at.

I couldn't complete this mission in the X-wing I had, But I've been doing it in a Y-wing LP. Lets me carry a little more umph in weapons. And I don't have a droid to assist me yet either so I'm not familiar with those commands.

Also the Y-wing lets you carry some armor which will help you get through it.

It can be done, but my ship never looks pretty when its over.
MonsofoLexius
Tue Feb 08, 2005 7:12 pm
#9






Nik_Tasse wrote:
I always get it handed to me when I fight these guys. Can anyone give me some tips on how to beat them?




One thing many pilots don't realize is NPC ships have the same type of shields and armor system we do. So if you pick front or back, you only need to get then to 50% to start doing damage. Pick 1 side on aggressors and they can be just about as hard from both sides. I chase them personally, but I am kinda crazy that way.



  1. Make sure you are running capacitor overcharge. (more energy for shunt and faster recharge, I use 4 at master for like 2800 cap energy)

  2. Have cap shunt-to-shields handy (I would say 3 is a good one, I use 4 here too)

  3. Target Weapon 1 using the '[' or ']' keys

  4. Use roll (twist on my joystick) they DO have a blind spot on the turrets, I think its "top left" or "top right". I made a FRAPS video, but its a huge file so I can not post.

  5. When in danger, "booster" out and let your self recharge.

I might even say practice on lower level non-aggressor TIEs until you are comfortable with "rolling" around while chasing TIE fighters. If you just want to get thru a mission fast: Take 2 or 3 friends and everyone target weap1 on the same Agg, coordination is key here. I am at master now, but I have been able to take out T5 aggressors without them landing a hit if I am bringing my A game, but more often I take about 1K damage before the rear turret is gone.


Hint: They will spiral hard to one side when they start to take damage many times so once you find your "sweetspot" be ready fora good corkscrew chase.After the turret is gone they "run" in a straight line usually.........

Message Edited by MonsofoLexius on 02-08-2005 06:20 PM



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GrimBear
Wed Feb 09, 2005 7:14 am
#10

I basically joust them. Don't give them a chance to rip my shreds by staying behind them.


Basically I fly straight at it with weapon 1 targetted, keep firing my guns, get a missile lock and fire off the missile when it's close, I then boost for 5 seconds (making sure not to use more than half my booster pool). I then hit capacitor to shield shunt, turn and repeat.


The aggressor can target the top/rear hemisphere, 180 degrees left to right, 90 degrees from horizontal upwards.



GrimBear
HardwiredXMan
Sat Feb 12, 2005 1:21 am
#11






Sharkboy wrote:





HardwiredXMan wrote:

Ok, first of all, I'd like to know some information as i have never seen a rebel mission with 4 aggressors in it. I've seen both the phoenix and vortex squadrons level 4 missions and neither of them have more than 1 aggressor in any mission.


What squadron are you in?

What mission is it?

What are the details of the misssion?

Is the mission in multiple parts or just one single mission objective?

What's the loadout of your ship? (mainly the sheilds, engines droid interface and droid commands)

What sector is the mission in? (dath, yavin, endor, dant...etc)


Anyway, the easiest way to do any mission is to get help from master pilots or other tier 4 pilots....that might be a little hard to do if you don't have friends that are pilots because most people aren't bothered with JTL anymore as there is nothing left to do after you master and PVP is a joke (dying in one shot is so stupid).







Not sure what squadron, but you start in Tyrena I think, then go to Lok, then somewhere else and back to Lok. It's the 4th mission.

When you come upon the freighters, I believe 2 are dormant (tie's) unless you attack them, they'll start defending when you start attacking the freighters.


I've done this several times, since I keep failing a few mission legsafter this one. But I've done it several different ways.


Always go in with one targeted first, and have it's gun targeted. Once the gun is disabled, they're like everything else.

Also you have a command ( I'm not in game now to remember) that will confuse your targets. It's not a droid command. As soon as you get behind one use it and it will give you a few secondsof not being fired at.

I couldn't complete this mission in the X-wing I had, But I've been doing it in a Y-wing LP. Lets me carry a little more umph in weapons. And I don't have a droid to assist me yet either so I'm not familiar with those commands.

Also the Y-wing lets you carry some armor which will help you get through it.

It can be done, but my ship never looks pretty when its over.







Well it seems you are in havoc squadron....so I guess that's why I never heard of 4 aggressors in a mission before as I have never done all the havoc squadron missions.......


First things first....to make all missions easy (not just this one) for the soloist, you will need the following....


Must Have's:


Droid Interface with no more than 17 speed (not hard to find these, personally I'd look for less than 13 speed....or just buy one)


The highest level droid you can get for your level (so you can store more droid commands)


Droid commands......



  • Capacitor to sheild shunt 3 or 4 (I use 3 myself)...can get these from freelance pilots

  • Capacitor overload 3 or 4 (I use 3 here also)....can get these from freelance pilots

Pilot Commands.....



  • Emergency shields (only use when your shields are gone and your getting hit in the armor...personally I use it when I have about 1/10 sheild energy left)....youget these at 2222 pilot

  • Shield Reinforcement Front (depends on the level droid you have)....

Others that are recommended and can be helpful if your not that great of a pilot (shooting or maneuvering)


Engineoverload 3....if your flying the y-wing longprobe, can boost your maneuverability nearly to that of an x-wing depending on the engine.....it's not necessary but can help....get these from imperial pilots.


Reactor overload....could be a must have if you run a lot of overload programs and don't have a high energy output reactor....I got lucky myself and found a 33k energy output reactor with 30k mass so in my longprobe it leaves me with over 18,000 extra energy output for overload commands.....so I don't need reactor overload commands.....get these from freelance pilots.


Weapon overload....can use this if your weapons aren't that good or if you had to sacrifice mass for other vital components.....I personally don't think that these are necessary if you keep upgrading your weapons and get RE'd weapons....plus they are bugged and probably drain more energy then they are worth....I just don't need them....but to each his own....if you feel you need them, get them, just don't use level 4's they really hurt and are bugged....you can get these from imperial pilots.


Anyway, if you do have to fight more than 1 aggressor at once, unless you have some uber shields with uber regen rates, your only option is to get help.....I don't care what anyone says, unless you have some very powerful shields (2500+ strength)and/or some very powerful weapons (two 3.5k - 4k damage weapons)....any non master pilot won't last too long against more than 1 aggressor.....especially if they are tier 5 aggressors.....tier 4 aggressors aren't bad but still pack a punch.


Even if you use the longprobe, you won't have enough mass to carry both uber shields and uber weapons......although you can get some very good RE'd ones with lower mass, the average player don't have such a luxury....and so you won't be able to carry the best weapons and sheilds. Personally when I was 4443 pilot, I had a 2433 strength shield with 27k mass and seven different level guns, each didabout 3.8k - 4.5k damage and they wereall above 40 - 50k mass....a couple of them were level 10's so I either couldn't mount them due to mass or I wasn't certified to use them....so I had to go with 2.5k - 3k level 6 guns I had.


So with that in mind, I only give advice for the average player and not based on whether you have 5k guns or whatever.


Verse 1 aggressor, I find the best way to deal with them is to joust them....the timing is simple, once you pass them, fly about 500 - 600m and turn around....by the time you turn fully and get a good aim, the aggressor will just be coming out of it's turn and headed back towards you.....throttle down to about a 3rd and start firing before the green crosshair shows up....weapons seem to have a slightly longer range then when the crosshair shows up....you should be able to get at least 2 dead on hits before the crosshair even shows......if your weapons are powerful enough (at least two 3k guns), then you should take out 50% of the shields and some of the armor on the first pass.....second pass you should have gotten through the armor and hitting the systems (the weapon first).....most times you might have to make a third pass or moreif your aim isn't all that great.....by the third pass, the aggressor should be done.


Remember that onces you get the weapon lower than 60% or so, the turret becomes very weak and by this time, the turret shouldn't even eat your shields much more than a tier 2 or 3 tie fighter would. Personally, once I get the weapon down to about 50%, I can come to a full stop and open fire on the aggressor and he doesn't even scratch my shields....yeah I do that sometimes for no particular reason at all, just something different.


Now, you can still joust the aggressor when there are other tie's attacking you, but remember that they will gang up on you from one side while your flying away from the aggressor....do to my shield strength and droid commands, I usually ignore all other fighters except aggressors.....they are my main goal....once they are gone, all other fighters are easy....


However, if your not the kind of pilot that can take on 10+ tie's including an aggressor at once (and I'm talking tier 4 and 5's) then don't bother jousting the aggressor cause you'll get your butt handed to you by the other fighters flying in formation...The more fighters their are, the more important it is to break up any that's flying in formation....you want all fighters flying by themselves, not together......when they fly together, they will attack you from the same side all at once and it's much easier to dodge 1 ships guns instead of 3 or 4 ships guns.....in groups they are more dangerous than the aggressor....especially interceptors because of their speed, they make faster attack runs on you then most ships in the game.


Back to the aggressor though, when taking on the aggressor, if you joust it, then you should always hit it in the front shields and shouldn't have to worry about taking out the back shields.....if you get behind it after taking down the front shields a bit first, then make sure you lead your shots ahead of the target, not directly on the green cross hair but slightly above it. THis will make your shots fly ahead of the ship and the ship should run into your shots, thus you will still be hitting the front shields even though you are shooting at it from behind.....You have to be slightly higher than your target though, if your directly behind it or too close, it's a little harder to do.


Just keep the turret targeted, focus on one shield (front or back) and stay on it....if you joust, front shields is your target....if you chase, back shields is your target....if you chase, the most important thing is to stay tight on the ship as possible and keep firing nonstop....if you use capacitor overload command, you should be able to shoot at least 200+ shots without running out of energy (if that ain't enough, then you need some serious target practice). it's possible that the aggressor will take your sheilds down doing this, but you should only need to do 1 capacitor to shield shunt 3 or 4 once...maybe twice depending on how fast you can get through it's shields and armor and hit the turret.....remember hittting the turret will decrease the turrets accuracy and power.


without engine overload In my longprobe, which by the way is the only ship I used from novice to master pilot, I found it easier to just use my ship as a turret and take out the aggressors weapon because it gets really hard to stay behind the aggressor in my LP....I mean I could do it, but I take much more damage trying to do so.....


Now if you don't know what turreting your ship is I'll explain it.


First of all, you will be maneuvering your ship as if it was a gun turret. Timing is crucial when doing this. It's all about turning at the right time, in the right direction and attack the right target and using the radar. THis is a tactic that's more useful for fighting lots and lots of tie's though. It will make you an easier target, but as long as your timing is good, most ships (except the aggressor will get either no shots at you or maybe 1 or 2).


When you first fly towards your targets (start of the mission), they will all fly towards you.....when they spread out, pick the ones that are grouped together and fire at them first (should break them up if done right). Next after you fly by them all , throttle down to a 3rd (you should have started throttling down right before they pass you) and turn towards the next grouping of fighters. At this point shoot at them and immediately check the radar. Your next target will be the smallest red dot....make sure it's a red dot with brackets around it and not a red dot of a random spawn 1k away that's not part of your mission.....after about 10 seconds of shooting at the next group of tie's, turn and center that small red dot (or dots if it's a group of tie's) and start firing at them before the green crosshair shows up. THis will more often then not break of the groups (if they are in a group) or make the tie veer off of it's attack run on you, thus stopping it from shooting at you......as soon as that target flys by you, check the radar again and find the smallest red dot and do the same thing again. Keep doing this until all the tie's are dead.


While you are doing this, it's possible that you will take some shots in the rear, but if done right and your timing is right....you shouldn't take more than 10% damage in the rear.


This whole technique does a number of things.



  1. Minimizes the amount of shots you take

  2. allows you to break up groups

  3. allowas you to take out ships faster than chasing (you should take out one ship every time you turn and attack the next red dot)

  4. Gives you about 5 seconds in between enemy attack runs to regen shielding or use shield commands

  5. makes your enemies easier targets because there isn't much rolling or yawing at high speeds, so your accuracy should go up to at least 80%.

  6. allows you to take on 8, 9, 10, 11, 12 enemies solo (the more enemies the harder it is and the more droid commands you will need to use, that's why it's important you get the best droid interface possible)

Now I use this last technique and perfected it throughout my whole pilot career all the way to master. I only needed help on 2 missions due to being overwhelmed by an aggressor along with 15+ tier 4 or 5 tie'sand the decimator I had to take downin my 4th tier 4 mission.


with this tactic, there are 2 things that are most dangerous to you.....



  1. group of 3 tie's on an attack run while your focused on another target

  2. bombers or tie aggressors that move slow and make tight turns.....the aggressor of course has the almighty turret with 90% accuracy....bombers will shoot some missiles at you only when they get directly behind you and can take upwards of 50% of your shields in 1 hit (if it's a tier 4 or 5).

Anway, either of these two can be avoided with good timing....the best way to get your timing is to do some duty missions where you have to destroy waves of fighters....


For those that don't know.....these missions go like this.


first wave, one tie.....second wave 2 ties......3rd wave 3 ties.....4th wave 4 ties....I think theres a 5th wave too....then you take on 1 ace pilot/leader that's a tier higher than the waves you just fought.


Next waypoint......


first wave 2 tie's.....second wave 3 ties.....and it continues on from there until you end up getting 6 ties in the first wave and 10 tie's in the last waveor until youcomplete the duty mission. also, random spawns can jump in also...sometimes making it very very hard.....one time I was outnumbered 20 to 1....that was fun . The further you go, the more and more fighters you have to fight in each wave....so it will help you learn some good piloting skills, targeting and timing as well as a few do's and don't. there won't be any aggressors or gunships in these missions so remember when you do the real missions, it will be twice as hard as the duty missions.


My final advice is to remember you are in a sqaudron that belongs to an alliance, that is in the middle of a civil war against a very powerful enemy.....there are strength in numbers, so if you really want to make missions easy....go get a wingman or two.....heck if your a bad pilot, then go get a 10 man wing and do the missions....there is no shame in that, it's the way it's supposed to be done anyway.


But if you want a challenge and to increase your piloting skills, the tips I've provided in this post will help you tremendously....there's nothing like going into a dogfight with 10 tie's and coming out with little or no damage.....



Oh yeah how can I forget this.....never ever let your shields and armor get taken out....if they do, your droid interface is the first component the enemy will destroy leaving you with no droid commands....and that really sucks when you need to reinforce or normalize your shields to escape immediate danger......so protect the best you can from getting shields and armor taken out completely....if it means hyperspacing out to the nearest hyperspace point in the same system, then do it...it will save your butt....just remember to not warp to far away or mission may end before you get back there......I've hypered out of a mission, stopped at a space station, got repairs and got back and finished the mission on more than a few occassions......remember, the dog that runs lives to fight another day....the one that stays never sees another day.


Well, that's all the advice I can give. take it and adapt it to your own ability and comfort level.


PS. I know this is long, but it's the game guides forum, many people may need this info


HardwiredXMan
Sat Feb 12, 2005 1:27 am
#12

Oh yeah, I didn't mention IFF scramble in my previous post because you can only use it successfully once in most missions....so in my opinion it's only good for when you need to escape and get out of dodge.....when you use iff scramble, since your obviously not a master pilot, you'll be waiting at least 3 minutes before you can use another pilot command.....and that will suck when you actually need to use emergency sheilds but you have to wait for the 3 minute delay...


general rule: if your not trying to escape and your shields won't hold up, don't use iff scramble, use emergency shields instead. this will temporarily disable your weapons so you can't shoot back....but it will also regen your shield to full strength and regen enough to make you nearly invulnerable for as long as the command last. using this with your manuervering will allow you to stay in a fight longer. If you can hold out for another 3 minutes, you'll be able to do it again if you get into trouble....so again, everything you do in space is about timing, just like the ground game.....


can't beleive I
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