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Thread: gun boats
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kwells
Tue Aug 09, 2005 11:50 am
#1
At what point should i be able to solo a gun boat?
I am a 1121 rebel pilot. I tried hitting a Teir 2 gunboat with sad results. They seem to pop up on almost every mission around Yavin. And stealing one is a joke.
Worzi
GameMan2k
Tue Aug 09, 2005 3:44 pm
#2
kwells wrote:
At what point should i be able to solo a gun boat?
I am a 1121 rebel pilot. I tried hitting a Teir 2 gunboat with sad results. They seem to pop up on almost every mission around Yavin. And stealing one is a joke.
Worzi
It would help if you were 1/2/1/1, this way you would be able to use better componenets(shields and weapons) to take out a lvl 2 gunboat.
Also learn to usedroid commands, they are 'buffs' for your ship components.
Understanding what tier boxto upgrade and when, is vital to JTL mission sucess.
I find upgrading tiersin this order works well in most cases:
1) Ship Components
2) Ship Chassis
3) Droids
Message Edited by GameMan2k on 08-09-2005 03:52 PM
psikobunny
Tue Aug 09, 2005 4:58 pm
#3
A novice pilot can solo a gunboat, since it's a question of technique more often than raw firepower/defenses. There are plenty of thread out there about how to find blind spots, where to aim, what systems to take out first, and more.
Ryuen
Wed Aug 10, 2005 2:11 am
#4
A lot depends on how the gunboat behaves, if it stays on it's flightpath there is a blindspot if you approach from behind and below, making it easy to take out once you have found this spot.
If, on the other hand, the gunboat manouvres to engage you, go evasive and use strafing runs.
If, on the other hand, the gunboat manouvres to engage you, go evasive and use strafing runs.
GameMan2k
Wed Aug 10, 2005 4:44 am
#5
psikobunny wrote:
A novice pilot can solo a gunboat, since it's a question of technique more often than raw firepower/defenses. There are plenty of thread out there about how to find blind spots, where to aim, what systems to take out first, and more.
Do you have a ‘particular’ thread in mind? I’d love to check it out.
I have toons that are Imps, Rebs, and Neutral (I like playing every aspect of the game from time to time).
And I must say your "technique over raw firepower/defenses" strategy, definitely applies to the TIE Fighter, low mass and only 1 weapon slot.
I can pretty much hold my own against Gun Boats using firepower/defenses with the other 2 factions, but a good strategy would also help.
Thx
TobiWan84
Wed Aug 10, 2005 5:45 am
#6
There is a blindspot underneath the gunships right in front of the bottom rear stabilizer and right behind the front turret. You can stay there even while they are going evasive but its a little tricky. Make sure you have a good ion cannon that can hit shields at least .600 and armor .4 at the very least. The front turret cant fire a full 360 degrees, at best it can probably do 270 degrees, leaving it blind in about a 45 degree arc leftand right of the turret. Dont slip too far behind him or his rear turret will blast you. Also, take out the shields, engine, then weapon 2. Look me up on bloodfin and i can teach you how to do it if you'd like, only with a reb or neutral pilot though, but the same principles will apply to Imp. Hope that helps.
Tobias Anteewan - Bloodfin - Ace Rebel Pilot
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