Pilot Archive

Thread: How do you take out a gunboat?

Kaque
Sun Dec 26, 2004 8:40 pm
#1

I am a tier 4 pilot and I have just about every advancement for my feighter. I'm also a 3 shot kill for a gunboat. What's up with that?



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Electro5
Sun Dec 26, 2004 8:46 pm
#2

What your seeing as a 3 "shot" kill is actually 4-6 guns shooting you at once.


As far as how to beat them, come up behind them and stay between 550-530 away from it, you should be able to hit them and they can't hit you. Or just make straffing runs on them at full speed.



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GeneralCho
Sun Dec 26, 2004 9:52 pm
#3

On gunships, I've found that there's a blindspot directly behind and slightly below the engines. I sat drifting behind one before casually taking potshots at my leisure to disable it. Not much you can do about Nova Couriers, Decimators, or YT-1300s though due to the fact that they have good turret coverage. Simply strap on some good shields and don't let up on it until it's destroyed.



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Ivon
Sun Dec 26, 2004 11:32 pm
#4






GeneralCho wrote:

On gunships, I've found that there's a blindspot directly behind and slightly below the engines. I sat drifting behind one before casually taking potshots at my leisure to disable it. Not much you can do about Nova Couriers, Decimators, or YT-1300s though due to the fact that they have good turret coverage. Simply strap on some good shields and don't let up on it until it's destroyed.



Jose Kinematix

Master Bounty Hunter

Master Carbineer






you can do it in nova couriers, just sit directly below the gunboat and rotate yourself so you stick out like the gunboats fin



-Hi
S-1-l2-H-C
Sun Dec 26, 2004 11:51 pm
#5

it really depends on what faction gunboats you are going for. the rebel assault gunboats dont seem to be able to shoot down at any angle. the imperial ye-4 gunboats have a blindspot from directly under and behind to behind at around a 30degree angle to the tail gun. for imp gunboats you can also fly inside them and shoot the from within without them being able to fire back.



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Nicolas_Frost
Mon Dec 27, 2004 7:02 am
#6



S-1-l2-H-C wrote:
it really depends on what faction gunboats you are going for. the rebel assault gunboats dont seem to be able to shoot down at any angle. the imperial ye-4 gunboats have a blindspot from directly under and behind to behind at around a 30degree angle to the tail gun. for imp gunboats you can also fly inside them and shoot the from within without them being able to fire back.




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Zanholo
Mon Dec 27, 2004 11:16 am
#7

Biggest key is to use various faction flight programs. Until I got mine set up right, I would get owned by them or I would take so long between runs while shield regenned, they would poof before I could kill them.


Now, I use RO3, WO3, EO3, CO3 and captoshieldstunt3. Put the stunt command on a 15 second (depending on your interface speed) recursive macro. Simply amazing how much it improves your survivability.


Learning which guns are which on which gunboats helps a ton! Approach from the side with no or less guns, disable any guns you can't avoid and pummel into spacedust.


Of course, uberer equip helps too.



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Raano_Geds
Mon Dec 27, 2004 11:28 am
#8

One alternate method, for taking out gunboats, and one which will work regardless of whether SOE fixes the blind spots or AI issues, is to fly a bomber (TIE or Y-Wing Longprobe) loaded out with two Mark IV blasters and at least one Space Bomb launcher. Target the Reactor or Engines for the gunboat, and fly in at full throttle with both guns blazing. Drop one space bomb on your first pass, plus any other missiles you can carry. Based on the refire rates I've seen for space bomb launchers, you'll only have time to fire one shot before you pass the gunboat.

Once you're past the gunboat, light your boosters and get out of range. Keep running until your shields recharge, then turn around and make another pass. Once the Reactor or Engine is gone, the ship will be dead in the water, leaving you free to pick off the escorting fighters out of the gunboat's range. Once the escorts are eliminated, you can return to the gunboat, take as much time as necessary to pick off the gunboat's weapons, and then finally destroy it.

I recommend disabling the engine instead of the reactor simply because if the reactor is disabled, the ship will eventually self-destruct. As near as I can tell, self-destructs do not give you any experience or loot, however, I have not fully tested this theory.



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NoVaRydr
Mon Dec 27, 2004 11:49 am
#9

This thread has some good practical information. Five stars!



Grey
Sunrunner Galaxy
MasterSad
Mon Dec 27, 2004 12:34 pm
#10



Raano_Geds wrote:
One alternate method, for taking out gunboats, and one which will work regardless of whether SOE fixes the blind spots or AI issues, is to fly a bomber (TIE or Y-Wing Longprobe) loaded out with two Mark IV blasters and at least one Space Bomb launcher. Target the Reactor or Engines for the gunboat, and fly in at full throttle with both guns blazing. Drop one space bomb on your first pass, plus any other missiles you can carry. Based on the refire rates I've seen for space bomb launchers, you'll only have time to fire one shot before you pass the gunboat.

Once you're past the gunboat, light your boosters and get out of range. Keep running until your shields recharge, then turn around and make another pass. Once the Reactor or Engine is gone, the ship will be dead in the water, leaving you free to pick off the escorting fighters out of the gunboat's range. Once the escorts are eliminated, you can return to the gunboat, take as much time as necessary to pick off the gunboat's weapons, and then finally destroy it.

I recommend disabling the engine instead of the reactor simply because if the reactor is disabled, the ship will eventually self-destruct. As near as I can tell, self-destructs do not give you any experience or loot, however, I have not fully tested this theory.




I beleive you tested this out well in Kessel. I'm not sure if it'll work in Deep Space because lately I saw 3-6 gunboats in 1 formation. And no matter how fast you are you will be more likely destroyed in 1-2 shots as they al fire at once. IMHO, only reliable way in Deep Space is shooting behind and staying at 500-530m away as in case if the whole formation will turn around (you won't be in the blind spot anymore). Of course you want to have engine/reactor targeted.



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Zanholo
Mon Dec 27, 2004 12:41 pm
#11

"As near as I can tell, self-destructs do not give you any experience or loot, however, I have not fully tested this theory"


You get nothing if it explodes from extended damage and not a direct weapon hit; no xp, no creds, no loot.



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RasalTheWise
Mon Dec 27, 2004 2:59 pm
#12

My friends and I usually just take out the guns first. This tends to work the best with the YTs, since they only have two.




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Lexo333
Mon Dec 27, 2004 10:09 pm
#13

being on vacation for last 2 months,had to use it all or lose it.I have been hunting everday in deepspace for loots,several hours a day.

This is how i do it.

Similiar to what 1 poster wrote,get behind and slightly below it.There are 2 guns on top,1 below and 1 behind center.So the behind/below is best spot.Dont target the weapons your wasting your time if your in this position!Just blast away and it goes boom!

If theres more than 1 like say a flight of 3 just get in same position and disable the engines,itll stop as the others float away then your free to tear it up!

Marocing cap to shield shunt will get you killed!

If you put it on a macro then you have no control of it,when you go in if your not in perfect position and start taking heavy damage to the front youd naturally hit cap to shield shunt,ohhh but it went off 5 seconds ago when you didnt need it and now you have to get pounded for 10 more seconds till you can use it again.

Or same situation you do a straffing run but the enemies guns were pretty acurate and your rear is eating blaster fire but you cant use sshunt because it macroed a few secs ago.

those situations if you macro that command youll die plain and simple.

Use that skill manually that way You control when it goes off and you can guage how long you can last.

Its a awesome chip command and you need to have full control of it to get maximum use of it so go with manual not a macro which gives you No control of when it goes off.

Sleenk
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