Pilot Archive

Thread: spinning gunboats in kessel

Snooze821
Tue Jul 05, 2005 9:47 am
#1

I'm in a grevious ship that can go 1241m standard and 1600 boost what's the best plan of attack for those spinning gunboats in kessel so I don't take a hit. And please be specific to rolling or angles of attack or in just standing still. Right now I have to do it picking away at the ship very slowing and shunting my shields after. Is there a better way?



Iw-Ip MD - Doaba, Eclipse

Smuggler's Alliance Ace Pilot - Availible on EPA channel for help

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PaceNebulon
Tue Jul 05, 2005 9:52 am
#2

you have a longer range. thiers is 450m I think and your is somewhere around 600m stay inbetween those two and you should be fine (if you start taking damage back up because I was wrong about the 450m)



Pace Nebulon+Stealth+
...has mastered the Pilot profession
TIE Interceptor Guide to PvP
"Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he's suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you'd better hope your hyperdrive is operational." - Kyle Katarn

Snooze821
Tue Jul 05, 2005 9:56 am
#3

I'm talking about the SPINNING gunboats not one on a normal track.



Iw-Ip MD - Doaba, Eclipse

Smuggler's Alliance Ace Pilot - Availible on EPA channel for help

Please hold and you'll be ignored in the order which you were received.
Alarien
Tue Jul 05, 2005 9:59 am
#4


Space Bombs or a LOT of strafing runs. No other good tips for those ones, to be honest. I avoid them now, as they are mostly pointless to mess with.




Alarien Evenstar
-Rogue Paladin-
Starsider
PaceNebulon
Tue Jul 05, 2005 10:02 am
#5

exactly... your best option is strafing and using missiles, but you have to near godlike in your dodging ability. second best is staying out of its range while still being in your range. not many other options as I doubt that there is a ship in the game that can go toe to toe with them and live (well... maybe a tricked out POB).



Pace Nebulon+Stealth+
...has mastered the Pilot profession
TIE Interceptor Guide to PvP
"Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he's suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you'd better hope your hyperdrive is operational." - Kyle Katarn

AzzixxSWG
Tue Jul 05, 2005 10:08 am
#6

Forward speed is not as important as Yaw, Pitch and Roll (YPR) rates. This has been my experience... in my crimson tie those 2 gun boats can not touch me if they do a shield shunt fixes the damage to the shield. When I put the same equipment in a Bubba-22 or the Jedi coffin, those 2 gunboats spank the hell out of me trying the same tactics I use with the tie. I spend more time shunting the shield than I do taking shots. I did figgure out what to do though. In the tie I can just weave in and out of the GBS staying close to them. In anything else I have to do straifing runs.


-Never fly in a strait line. twist, waggle, do whatever just never fly strait. The moment you do is the moment you get hit.


- fly at 1 gun boat and fire at it, never fly strait at it.


- once your straif is over fly out of there range about 300m-400m, never fly in a strait line,turn and do another straif.


I hope that is what OP is looking for.


KaylBreinhar
Tue Jul 05, 2005 10:16 am
#7

Actually, the best "safe distance" is around 530m. You don't get a lead indicator, but you can hit from that distance and be safe.



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Snooze821
Tue Jul 05, 2005 10:19 am
#8






AzzixxSWG wrote:

Forward speed is not as important as Yaw, Pitch and Roll (YPR) rates. This has been my experience... in my crimson tie those 2 gun boats can not touch me if they do a shield shunt fixes the damage to the shield. When I put the same equipment in a Bubba-22 or the Jedi coffin, those 2 gunboats spank the hell out of me trying the same tactics I use with the tie. I spend more time shunting the shield than I do taking shots. I did figgure out what to do though. In the tie I can just weave in and out of the GBS staying close to them. In anything else I have to do straifing runs.


-Never fly in a strait line. twist, waggle, do whatever just never fly strait. The moment you do is the moment you get hit.


- fly at 1 gun boat and fire at it, never fly strait at it.


- once your straif is over fly out of there range about 300m-400m, never fly in a strait line,turn and do another straif.


I hope that is what OP is looking for.







Thank that's much more useful but how do you factor in for hitting the edge of space? I can go into range with it and not get hit usually get it's shields down and armor down fast but then BAM I turn into the edge of space and the lasers soon hit thier mark. That's really been my problem with that tactic. That's why I switched to the dive bomb approach but it's vastly slower method.



Iw-Ip MD - Doaba, Eclipse

Smuggler's Alliance Ace Pilot - Availible on EPA channel for help

Please hold and you'll be ignored in the order which you were received.
AzzixxSWG
Tue Jul 05, 2005 10:19 am
#9






KaylBreinhar wrote:
Actually, the best "safe distance" is around 530m. You don't get a lead indicator, but you can hit from that distance and be safe.




I need to try that, you dont need a lead indicator on a target that large anyways.




AzzixxSWG
Tue Jul 05, 2005 10:26 am
#10






Snooze821 wrote:

Thank that's much more useful but how do you factor in for hitting the edge of space? I can go into range with it and not get hit usually get it's shields down and armor down fast but then BAM I turn into the edge of space and the lasers soon hit thier mark. That's really been my problem with that tactic. That's why I switched to the dive bomb approach but it's vastly slower method.





I have 3 waypoints marking the zone edge at what I call Waypoint 5. I have 5 WPs that mark the path the reb vette follows. WP5 is where it is supposed to exit the zone. Those 3 zone waypoints help me avoid running into the wall thus forcing me into a strait line.


The only reason those 2 GBs are sitting there is because the previous vette hunter was UBER RUDEand left them alive for the next vette hunter to deal with.


Monthigos
Tue Jul 05, 2005 11:50 am
#11

Gunboats like to follow so generally speaking if you think you're too close to the wall, make a waypoint to the center of the zone and drag them out there.

If I can't get behind a gunboat generally I just joust it. I've found that no matter how good of a dodger you are, as long as you stay in their turret range you're going to take a lot of damage. SOE made sure those turrets don't miss. So the secret is to get in and out of turret range as fast as you can. Strap on a fast engine and get a decent booster.

As soon as you enter the gunboat's turret range, hit the boost. You should have enough time to pummel it with shots and get a missle lock. Make sure you have some sort of chaff if they get a lock on you. You have to go absolutely straight until you pass the gunboat so you can get the maximum amount of landed hits and a missle lock.

Once you pass him it doesn't hurt to roll and possibly corkscrew a little bit, but get the heck out of range as fast as you can. With this method I hardly take any damage from the front, but the back can be tricky. Once you're out of range you can shunt if you need to. About 1500 out I turn around and go for another pass.

I've soloed three Nova Couriers like this without shunting. I know that they're not as beefy as the gunboats but that's only two less turrets than what you're up against now.

And lastly, what's all this talk about strafing? Last I heard strafing involves THE GROUND. haha



-----------------=[ m o n t h i g o s ]=-----------------
Jabourn
Tue Jul 05, 2005 1:52 pm
#12

Have had a lot of fun on my server lately in our POB's taking runs at the gunboats in Kessel, and yes they are the "spinning" ones at the end of the zone.


I fly my YT across the end of the zone, and come within about 500m of the gunboat on either side (switch back and forth each run, keeps my gunners awake) and let my turret gunners pound it on the flyby.


Just upgraded to POB Elite shields today, so I'm really curious to see how we fair now.







Do you like it? Do you like it, Scott? I call it, "Mr. & Mrs. Tenorman Chili"
-One of Cartman's finest moments-
JanuHull
Tue Jul 05, 2005 1:59 pm
#13






Jabourn wrote:

Have had a lot of fun on my server lately in our POB's taking runs at the gunboats in Kessel, and yes they are the "spinning" ones at the end of the zone.


I fly my YT across the end of the zone, and come within about 500m of the gunboat on either side (switch back and forth each run, keeps my gunners awake) and let my turret gunners pound it on the flyby.


Just upgraded to POB Elite shields today, so I'm really curious to see how we fair now.







You'll love it. Its an extrafew seconds of hang time in weapons range.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

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