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Thread: ARC-170: Apart from the obvious, would you change it?
KalonarT wrote:
But in SWG where the turret users are going to have a higher chance of a seizure than helping you out in a good way, that pilot gun and mass need to make it a ship on par with probably a heavy X-wing.
Turret gunners wont have seizures if you load your ship correctly and teach them properly.
Guns with muzzle flash can be easily avoided and should be for the sake of your gunners. Also teaching them to fire from 3rd person accomplishes 2 goals: it helps them overcome ship motions more easily, and they arent blinded.
the novel concept I put forward in my ARC guide is that the pilot should actually focus on *gasp* flying the ship. I remapped the look backwards key to a button on my stick, and learned to fly backwards actually. If I ever get more time to practice, I'm sure I can take serious advantage of the maneuverability to send any chasing gunboat to the Last Ranch.
Setting your sheilds to double rear gives you over 4k protection plus the power of your cap shunt, and makes this ship MUCH tougher than you'd first think. No need to change the ship topromote thepilot, since the joy of piloting one is that it is a unique challenge to use one well.
psikobunny wrote:
KalonarT wrote:
But in SWG where the turret users are going to have a higher chance of a seizure than helping you out in a good way, that pilot gun and mass need to make it a ship on par with probably a heavy X-wing.
Turret gunners wont have seizures if you load your ship correctly and teach them properly.
Guns with muzzle flash can be easily avoided and should be for the sake of your gunners. Also teaching them to fire from 3rd person accomplishes 2 goals: it helps them overcome ship motions more easily, and they arent blinded.
the novel concept I put forward in my ARC guide is that the pilot should actually focus on *gasp* flying the ship. I remapped the look backwards key to a button on my stick, and learned to fly backwards actually. If I ever get more time to practice, I'm sure I can take serious advantage of the maneuverability to send any chasing gunboat to the Last Ranch.
Setting your sheilds to double rear gives you over 4k protection plus the power of your cap shunt, and makes this ship MUCH tougher than you'd first think. No need to change the ship topromote thepilot, since the joy of piloting one is that it is a unique challenge to use one well.
That's an interesting way of doing it, i'll look into some Rebel flight programs. Did you test this in PVP or PVE? How easily did you pick up how to use it in this fashion?
I mean, you're correct, the ARC probably shouldn't be a regular ship. But I would also worry about drawing a line that deters a lot of pilots from using it because they can't fly backwards.
You learn something new every day
DeepFatFryer wrote:
There's a fly backwards button?
You learn something new every day
No, but there is a button for pointing the camera rearward.
Seriously, take a look at the ARC170 guide I wrote. It's clickified in the Pilot's Academy section of the Pilot FAQ (me is too lazy to link my own guide) I go into pretty good detail on ways I have come up with to use the ARC, and I'm always welcome to other thoughts and opinions, but be warned I'll give them a good kickaround in discussion
KalonarT wrote:
That's an interesting way of doing it, i'll look into some Rebel flight programs. Did you test this in PVP or PVE? How easily did you pick up how to use it in this fashion?
I mean, you're correct, the ARC probably shouldn't be a regular ship. But I would also worry about drawing a line that deters a lot of pilots from using it because they can't fly backwards.