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Thread: Capitol ships now fire way to far

anubusx77
Wed Nov 17, 2004 4:03 am
#14

Space Bombs for the win



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It's time for new SWG project leadership
KaylBreinhar
Wed Nov 17, 2004 5:59 am
#15

The guns DO miss now. Whenever I see the Rebel vette in Kessel space, I draw the fighter escort out.

I LOVE that challenge. Ten Tier 5s that come at you in WOLFPACKS. THAT'S fun.

The way to get the Vette now:

0. Coordinate /bstrikes in gtell, even if you just say 'calling bstrike.' I think if you try to call them at the same time as someone else in your group, it has a higher chance of failure/fumbling. 4444s might be eager, but let the Aces call the strikes first. Multiple groups of 15 beat your groups of 10, so wait a bit and save yours up for mid-way through.

Rule number ZERO should be: find the vette that you DON'T have to eventually destroy and MEMORIZE it. Figure out where EVERY turret and subsystem vulnerability spot on it is. Perfect your approach routes, and strafing patterns even if you CAN'T damage the thing. Rule 0a would be NEVER to engage the Vette while the fighter escort lives. As I said earlier, those things travel in CRAZY GLUED formation, which essentially makes them flying turrets if you get three on your tail simultaneously. I've died to this more than I have the Vette or the gunboats.

1. Get the Rebel shield droid codes - trade some Tier 3 newbie EO3 and WO3 - they're probably gonna get nerfed soon anyway :/. I use the Heavy L3 shield codes myself because L4s are bugged, I think. If not, I'm missing out. Reinforce your front shields as soon as you get in orbit, and give the new setup time to charge up before hypering - there's usually a lag time as people show up at the respective entry stations, which is a good time to do this if you forget. My particular L7s give me 2600 up front with 800 in the back. I get maybe two shots in my ass before they're cooked, so have the "reallocate" codes in the primary toolbar ready to go if you start to take armor damage.

2. Get. Good. Boosters. There are L4s out there with 1980 power - The Novaldex 'Hypernova' and MandalMotors 'M-Series' to be exact. They share the exact same stats, they're L4/RE4, and you can get them down to 2800 or even less mass, and if you find a 150-range burn rate, they can give you a 250kph boost at a 33.1 acceleration rate for a tiny bit over 15 straight seconds. This is INVALUABLE in PvP AND PvE, as in three seconds you can be out of turret range. With the L6 reward engine and these engaged, I get 1508kph with EO3, 1220 without. Some people have whined I have a speed hack, these things are so damn effective. Boosters are often overlooked, but they shouldn't be. If you're a PvPer without one of these boosters, I deserve to kill you.

3. Put the people with spacebombs (Oppressors and Bombers...possibly Aggressors) on shield destruction duty. The targets are in the "neck" of the vette between the bridge and the main body. Make sure you're striking the right side for the right shield (see rule zero if you're f*cking this up). Oppressors, Bombers, and MP ships on this duty should have front-heavy armor and forward optimized shields. Begin the strafing run AHEAD of the Vette at 100% throttle with boosters lit (but *DO NOT LET THEM EXHAUST THEMSELVES FULLY*) so you aren't headed towards the midsection at launch time. DO NOT FORGET WEAPON AND ENGINE OVERLOAD 3 - you want to inflict maximum damage in a period of minimum exposure! Extra speed and tacking MORE damage onto strafing runs is a GOOD thing.

3a. Missiles lock on before blasters give a lead indicator, but you can start hitting with cannon fire as far as 560m out occasionally. However, space bombs are slow as hell, and I don't know if the vette has countermeasures. In which case, ideally you want to be as close as you can be before launching. If it's the difference between getting two shots off or one well-placed one, go for quantity over quality, though. Don't waste space bombs on turrets unless the shields are out and you have some left. They go easily enough with precise cannon fire.

4. Advanced and Aggressors are on turret destruction duty until they're down, in which case THEIR job becomes gacking the gunboats. Typically these are what the bstrikes hit the most, but you can't LEAVE them to the AI. The BEST way to do it now is to take the bull by the horns and go balls out towards the nose of the Vette starting at about 1.5k at 100% throttle with boosters lit, targetting the two main LARGE turrets first on the ventral and dorsal side (top and bottom). These are readily visible at a good range, as they poke outward from the hull. Start firing at 600m. At 125m, roll wings 180 and perform an Immelmann to minimize your exposure to the turrets and the rear gunboats. If you breeze right by, you make yourself MORE vulnerable by wandering RIGHT into the gunboats' field of fire. Not. Good.

"What the F*ck is an Immelmann," you might ask? Educate thyself (nice animated GIF).

4a. If you're in an Advanced (not sure about this setting for Aggressors), set a macro to autoset your throttle to 85%. This is the MAXIMUM throttle that can be applied to the Advanced without ANY manueverability penalty. (For the Oppressor it's 75%, but if you're dogfighting in one of those, someone f*cked up - you should be bomber duty.) Preferably, you want this RIGHT NEXT to one that sets it to 100%. "Insert" does this by default, but "insert" is FAR from the function keys.

The way to do this is to type, simply: "/throttle 0.85;" (no quotations - or /throttle 0.75; for the Oppressor) and pick a pretty icon. Set it to a primary toolbar key (F5 and F6 are good choices - preferably away from the droid commands - shield reinforcement commands should be placed at opposite ends of the *BOTTOM* toolbar [the Shift+ one] to prevent accidental pressing - emergency shield allocations should be on the primary toolbar) and remember it. Interceptors appear to have full manueverability at 100% throttle, or at least I never noticed otherwise.

4b. After the two main LARGE turrets are gone, the remaining ones are along the sides. Same manuever applies. If the gunboats are dead, rear OR head-on works. Rear is STILL inadvisable unless the Vettes' engines have been knocked out. Even if it travels at only 149kph, that speed difference is subtracted from *your* approach speed, which could mean you're vulnerable to fire for another few seconds. If you pass head on, the Vette's speed works FOR you (unless the gunboats are alive, in which case you're rocketing right into their killzone). If this is the case, after you make your run, pitch down (we SHOULD HAVE taken out the top and bottom turrets by now, hmm?) and away. Pour as much speed on as you can, lick your wounds, and set up for successive runs until she's neutered.

5. Roll. Rollrollrollrollrollrollrollrollrollroll...and then roll some more. The AI seems to have a MUCH tougher time hitting an enemy that is using the Z-axis. Put a little "sashaying" into it and you might just NOT get hit as much. In other terms, shuck and jive, "float like a butterfly, sting like a bee." A target that flies in a straight line is an easy target, and don't forget you're playing against a computer, which prefers to think you're GOING to travel in a straight line as executing permutations of you actually manuevering (God forbid!) wastes cycles, so if you give it something unexpected, you might just extend your life expectancy.

Finally, the order in which things need to die on the Vette (for those who may not know).

1. Turrets (these used to run neck and neck with the shields pre-patch, but now that they're 1000m-ranged, they're #1). Of course, if you have a large enough group, one should be concerning themselves with these, the other with the shields

2. Shields - these are the Bombers, Oppressors, and MP ship guys' problems. It's too hard to hit the sweet spot of these things with cannon fire, and if you try, you just open yourself up to more hurt. /bstrikes tend to do a good amount of work on these themselves, plus, if you call one while targetting a subsystem, the little b4stards will concentrate on it above all else, it seems.

3. Engines - do too much damage to the Vette before knocking these out, and you'll hear more profanity than a Chris Rock routine as the ship spooks and hypers out, leaving you to wait another two hours for another spawn. Once the shields are down, even if the gunboats ARE still alive, knock these suckers out. They're not hard to miss - there are almost twelve different targets, each counts towards the same percentage. Pick one.

4. Reactor - this can be the pain in the ass, as the "sweet spot" on this thing seems to be the size of a nickel. This would be a good time to keep the gunboats busy and take them out while the bombers probe for this spot.

5. Bridge - simple - shoot the window in front. Big-bada-boom. Congrats.

Message Edited by KaylBreinhar on 11-17-2004 09:30 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
hase2
Wed Nov 17, 2004 6:21 am
#16

absolutely nothing to add.


we used 2 Longprobes as bombers on our mission (ganged with several A-Wings that dealt with the escorts) equipped with 2 Mark III Proton launchers. Both launchers were fire linked and normally destroyed a turret in a single salvo.



MaceHalcyon
Wed Nov 17, 2004 6:32 am
#17

Capital Starships are designed for ship to ship combat and Turbolasers have about 1-2 Klick fireing range in the Star Wars Universe (Optimal about where SOE has it now). As established in ANH Turbolaser's have a hard time tracking Starfighters. But in the case that an ISD has so much firepower you lay down fire like crazy and you're bound to hit the target if you fire everything you've got.


As for Corvettes there weapons aren't the full blown Turbolasers that ISD's have and ARE capable of engageing Starfighters with better accuracy.


Next step SOE should go is a Star Destroyer unleashing it's fighter compliment on an attacking ship (72 Starfighters) all at once
Hillslayer
Wed Nov 17, 2004 1:02 pm
#18






Amuro0079 wrote:

I believe in real Star Wars universe, a starfigterarmed with torpedoscan take out a corvette orany other capital ship (maybe notISDs)from afar with impunity, unless those captial ships have escorts.






Um... no. The shields alone would stop this, then there's THICK armor.... No, I doubt a starfighter could destroy a capital ship alone. Even double loaded (or more)with missles.



-Jaramar Hillslayer
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SOE's favorite SW quote - "I have altered the deal. Pray I do not alter it further."
Amuro0079
Wed Nov 17, 2004 1:06 pm
#19

A starfighter should be able to kill a corvette though. I don't think the corvette is qualified as a capital ship.



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DayZERO
Wed Nov 17, 2004 1:20 pm
#20






Amuro0079 wrote:

I believe in real Star Wars universe, a starfigterarmed with torpedoscan take out a corvette orany other capital ship (maybe notISDs)from afar with impunity, unless those captial ships have escorts.







well.. torpedos really aren't that good... but sure... if you are lucky and good.. you might be able to do that... but i doesn't think that it should be posible to takeout a corvette with a single fighter.... and that capitol ships now fire further is fine by me... yesterday i was shot down by the rebel station in well.. about 4-5 shots... nice that's how it should be.. it isn't the small fighter guns stationed on the capitol ships and stations... theyare bigger and should do more dmg... so plz stop the whine.... of course they can fire longer and harder than you little puny fighter.... but your torpedos and stuff should be able to shot longer than the stations guns though...


but NO SINGLE FIGHTER SHOULD EVER BE ALOWED TO BE ABLE TO SHOT DOWN A ISD..... it just isn't real... and i know now all the puny rebels will argue that: "but a single awing took out a super star destroyer in starwars ep 6" nope it didn't... the death star did.... and alot of other rebel fighters and stuff..... the awing flew through the bridge.. and the super star destryoer was out of controlle.. caught by the death stars gravity pull... it was sucked in before they where able to mand the secondary bridge and regain controlle of the ship!!!... and well it crashed into the death star... so it wasn't the a-wing who did it... it was just part of a lot of not so lucky stuff happening at the time...


so dream on boys.... and learn to live with the fact that capitol ships should be superior tosingle fighters or what ever crap you through at them...


and oh yeah... actually i think that the fighter escort of the ISD and Freedom station should have a larger escort.. or more active escort that respawn often... not only once... that's just borring... would a star destroyer only send out 5 tie's if it came under attack... NO.. try any other lucas arts game... and discover that ISD and rebel capitol ships have larger escorts and active escorts that doesn't only fight and die once... they respawn alot...





_MIA SINCE_"The sad SOE mistake called Combat upgrade"
Dark Jedi Enforcer rank 3
Casho VotifProtector of Lok,SarDuKar and The Empire
Akoss Votif:Tailor|MBH| Akiss Votif:Guild BuffBot|Incasho Votif:DWB Master Tank
Now only wanders the galaxy as a blue glowie force ghost to remind of better times
"A day to be remembered by all who loved SWG andlost"CU RELEASE 04-30-2005
DayZERO
Wed Nov 17, 2004 1:22 pm
#21






EVILxWARLOCK wrote:

I have been testing the new ranges on capitol ships. They not only fire farther but way to far. You no longer can out run the fire from a capitol ship if it stays firing on you. Seems they can fire up to 1000m meters now.






yeah... isn't it cool.... if you read what i wrote in theabovepostyou would know thatilove this fact.... you people should be killed by capitol ships... well you don't go board a battleship with a 20ft speedboat right??????.... and that can surely allso fire longer than you... so get used to it!!!...

Message Edited by DayZERO on 11-17-2004 09:23 AM




_MIA SINCE_"The sad SOE mistake called Combat upgrade"
Dark Jedi Enforcer rank 3
Casho VotifProtector of Lok,SarDuKar and The Empire
Akoss Votif:Tailor|MBH| Akiss Votif:Guild BuffBot|Incasho Votif:DWB Master Tank
Now only wanders the galaxy as a blue glowie force ghost to remind of better times
"A day to be remembered by all who loved SWG andlost"CU RELEASE 04-30-2005
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