Pilot Archive
Thread: Will we ever see the big guys viable in space?
WornTraveler wrote:
I seriously doub that- you may be able to drive circles aroudn it, but I doubt any gunner is able to to shoot the thing if the turrets handle anything like a YT or Decimator.
Arsani wrote:
I know one super uber skilled turret gunner who can actually blow up ships while I pitch, yaw, and roll my YT all over the place. Just ONE gunner, out of a good number that I've used, but ifone can do it, other can as well.
more proof
maybe i offended you when i said you need to learn to fly (well you said it i just repeated it)
what i ment was what your trying to do is possable. none of us were anygood at start it just takes practice. keep at it you will eventualy learn the tricks
DO or DO NOT.... there is no try!
Message Edited by WornTraveler on 06-01-2005 02:13 PM
Shields, I had the 2400 front/back cert8 reward shields, I RE'd mine down to 31k mass and 2555 front/back. If you're paitient (or lucky) you can get a cert8 shield RE'd down to 25k-ish mass
Capacitor, for some reason I find Cert 4 caps to be far superior to anything else for their mass, especially if you have the overload running. With cap2shield shunt, the cap becomes a part of your shield. I run a 49 regen, 900 energy cap. It's 2.5k mass. I can spam C2SS4 as much as I like, and still be able to fire.
I think it's the way you're trying to take the gunboats as much as anything else (though the teeny shields might have something to do with it)... you can't chase a gunboat like you would a fighter. you have to kill them in several high-speed passes, run past shooting - boost out of their range - turn round - do it again.
And target their guns first. If you take out one on a pass, that's one less source of pain for you
WornTraveler wrote:
AkymaCali wrote:
WornTraveler wrote:
And before you tell me to learn how to fly right, get in a Rihk and take on one of those gunboats that are piloted by drunks and you can never stay in the blindspot. It is impossiible and you are such a large target that he cannot miss, even when you try to pull evasive manuevers.
no one said itbut i think what everyone is trying to say is u have to learn how to fly right. with a good crew i can take on the drunk circle ones in a nova and not get hit.
I seriously doub that- you may be able to drive circles aroudn it, but I doubt any gunner is able to to shoot the thing if the turrets handle anything like a YT or Decimator. And dont forget that one large tactival advantage of the POB ship in PVE is that it can shoot while flying away from the enemy- all one must do is maintain a 550 or so range and it can be done easily. I hace done ti a few times in my YT.But I am not talking about POB ships, I am talkign about big fighters.
Message Edited by WornTraveler on 06-01-2005 01:17 PM
A good crew in the Decimator and a couple tier 3 Interceptors for cover can take the Vette. We did it just last week.
WornTraveler wrote:
Well obviously if I truly thought it was impossible I would not have asked. There is this thing people dow hen they are frustrated- they exagerate. The only method I have trie to use on gunboats is the blind spot trick- I get there, it starts twisting and I am slag before I can do anything about it. So I create a thread asking people for tips and advice- and, in order to get it soem attention, I give it a nice controversialtopic title which really has very little to do with the topic- I ask "Will" in the title and"how" in the post.so if you don't have any tips or tricks that I can use in my Rihk or Krayt or even Kimo, please, don't post here. thanks.
I haven't read completely to the bottom, but I think I have the gist, and I agree with some of the other respondents, you could probably use a little practice, but your biggest shortcomeing appears to be your equipment. RE'd shields and engine will definately help you cut your mass, look at the rest as suggest above.. capacitor, booster.. lower those and you can get a bigger shield and armor.
I'm one of the few B-wing fans. We aren't a big following, but we're fanatical. lol. The B-wing handles worse than anything.. the Tie bomber is a close 2nd, but even POB ships handle better. Everything I have it loaded out with is either RE'd or high end crafted, except for the guns. (need more lvl 8's)
The engine is on the lower end, an older RE'd 8. Tops at 1026 with EO3, but good PYR. I can take gunboats in it for quite some time using high speed strafing runs. Cap to shields as necessary, and patience.
Try upgrading your equipment and see how you do. Patience and practice.
ps: if you are using your CtSS on your approach, you're either not dodging enough, or pulling away too late.
Ok, got some upgrades on my Krayt, including a shield with about 1.9k on both sides, 1k armor for both sides, and an engine with a speed of 1400+ when pumped and about 1600 when boosting. Weapons were rated for 3.6 k (turret and pilot) and then a lower 1.9k pilot gun as well. We tried for several boats a few dissapeared or hypered, one killed us, and then we disabled one and it dissapeared again. Taking too long to kill it?
I dont care if I end up having to buy another chassis, I will learn this.
I fly a Rihk almost religously. Looks like a hawk, hits like a hawk, flies like a brick.
I can however take out tier 5 gunboats with very little effort, regardless of how much they may circle, roll, or dodge. The secret is learning how much damage you can safely take during approach and retreat, and then timing your runs appropriately, using ctss as needed when possible.
It takes me a while to wear 'em down but I find that matching speed around 500m behind them, and then matching their maneuvers, or coming close to it while taking out the rear turret helps a lot. you'll get clipped a few times, possibly from the top guns as well but once that rear turret is gone that gives you about 30% of the ship undefended, and 30% ofa gunboat is quite a large target to go after. Just because you're in a big, heavy ship doesnt mean you should fly it like a big, heavy ship. dodge, weave, and make strafing runs as necessary over trying to take the hits on a pass. If you start taking too much fire from the front, pull up and circle again for another run. If you can come in to ideal range (around 200m) without taking hits, assuming that rear turret is down, keep flying by on a full strafing run, with engines targeted until you start taking hits - your gunner can fire above and behind you, take advantage of that. When you cut away to escape, dive instead of pulling up, this will keep the gunboat in your gunners sights a bit longer, thus allowing a few more shots in on each pass.
Option 2: Come in fromabout a 30 degree angle above and behind, just enough to keep the rear turret in your LOSandslide under the gunboat once you start taking fire before pulling away. this will give you ample time to take out the rear turret, plus amoderately long strafing run, and will give you safe passage for an escape. Even if the gunboat starts to roll to track you after you've rolled under it, you've still bought yourself a couple seconds to boost out the direction you came from and start again. You could always try this from the bottom and maybe not have to roll around it to avoid the guns, but I haven't had luck coming purely from the bottom on the drunken gunboats. Coming from the top keeps it from maneuvering until you're already rolling past it in my experience.
Equipment isnt everything, but you may want to try to find a good y/p/r on your engine, instead of going for speed. my engine isnt the best (starmap reward, 101 speed, 65 pitch, 67 yaw, 68 roll non RE'd )but it works for me. I fly at about 70% throttle, and that generally gives me enough of a turning ratio that I can avoid incoming fire from the big ships like the corvette and gunboats with a bit of effort. If you're insistant on using a gunner, make sure both you as the pilot, and the gunner are targeting the same components on each pass. Get all the firepower you can into taking out the rear gun, then the engines in your next pass. (if you cant take out the rear gun in one pass with all 4 guns trained on it, you may want to switch to having the gunner target the engines while you turn the hard point guns onto the rear turret. If you get lucky you'll not only take out the rear turret in a couple passes but the engine should be pretty chewed up as well. Give your turret your strongest gun, seeing as you already will be doing just about 3x the damage from your hardpoints. )
I've not tried this in a krayt, since I spent my credits on a yt1300 first (came [] that close to taking out the ISD in it before an imp player got on our tail in a jsf and took us out after one of our more heavily damaged runs =/), but if it handles anything like a Rihk, it'll work for you.
WornTraveler wrote:
Ok, well, let me know what you guys think of my component configuration on my Krayt. Have't tested it yet against anythign big, but I defiitely have to free up some mass.
Reactor- Generation 13594 Mass 8413
Engine- Top Speed 88 Mass 34398
Shield- HP 1539 Mass 32742
Cap- Energy 746 Mass 4991
Booster- Top Speed 24 Mass 3296
Droid Int.-Speed 24 Mass 3091
Waepon1- Damage 1976-3201 Mass 36912
Weapon2- Damage 1976-3201Mass 36912
Weapon3- Damage 1332-1951 Mass 9585
Weapon 4- Damage 1798-2844 Mass 3276
Total Mass-202909 out of a possible 210224.
Message Edited by WornTraveler on 06-01-2005 12:35 PM
Where to start? I'm currently 4434 Freelance and Master Shipwright. I fly an Inixien(sp) and am loaded to 170/190K mass. All components are Mark 4 unless otherwise marked - I can't remember individual masses but if you need them, let me know and I'll go look them up.
Ok, I will post the rest of the ship later but I got a few better components. of special interest is the shield and front armor.....
Ok, I hope that helped alittle.
WornTraveler wrote:
Ok, well, let me know what you guys think of my component configuration on my Krayt. Have't tested it yet against anythign big, but I defiitely have to free up some mass.
Reactor- Generation 13594 Mass 8413
Engine- Top Speed 88 Mass 34398
Do Nyms Clone relic quest for a better pre-REed engine then this. Its got a really nice engnie graphic on everything I've put it on also!
Shield- HP 1539 Mass 32742
Nyms Clone realic "star map" quest has a better sheild for about 22k mass if I member. Also the Teir 4 rebel pilot Gallosfree Defender shield is about the same mass after REing with about 1000 more hitpoints per front and back.
Cap- Energy 746 Mass 4991
Go for recharge speed. In my opinion.
Booster- Top Speed 24 Mass 3296
Sounds about right. but you could probably hit 27 before REing. Also Acceleration is more important the top speed. Trust me <--my opinion again---> But trust me.
Droid Int.-Speed 24 Mass 3091
Waepon1- Damage 1976-3201 Mass 36912
If this is a level 10 weapon you can do about 1400 more on damage. If this is a level 10 weapon and you like the damage range yor doing then you could probably pop down to a REed level 7 weapon for all the 36.9k mass weapons. That would shave off ALOT more.
Weapon2- Damage 1976-3201Mass 36912
Same here.
Weapon3- Damage 1332-1951 Mass 9585
For the mass as weapon #4 shows you can do ALOT better on this weapon.
Weapon 4- Damage 1798-2844 Mass 3276
Total Mass-202909 out of a possible 210224.
Droid runs all the Freelancer Level Four programs and the Imperial Engine (faster) program 3 and the Weapons overload 3. I dunno what I need to do to make it better- the weapons of course could be replaced or removed. Any tips? I am sure I will come up with something and pos it later to see if its any good but for now i am out. I already have to overload the reactor to give it enough energy for everything to work, but if I knew how much energythe overload supplied I may be able to put in a lighter one, although it would make little difference.
Go with Reactor Overload 4, Engine Overload 4, Cap Shunt to Sheilds 4, Cap Overload 3, and Weapon Overload 3. You should be good to go then (when your #-#-#-4 pilot that is). Droid programs are everybit as valuble as good equipment!
Message Edited by WornTraveler on 06-01-2005 12:35 PM
Mass: 62,943/65707
Energy: 8650/10938
Chassis: 1238/1238
Reactor: Mass: 1,327.8, Reactor Gen Rate: 10937.5
Engine:
Mass: 22.9k, Pitch 76.8/Yaw 74.1/Roll 71.8, Engine Top Speed: 93.7
Shield: Mass: 16.9k, Front/Back Hp: 1848.6
Capacitor: Mass: 3,048.0, Capacitor Energy 920.2, Recharge Rate: 39.8
Booster: B Energy: 2,039.4, B Recharge Rate: 51.0, B Energy Consumption Rate: 165.8, Acceleration: 37.4, Top B Speed: 25.7
Droid Interface: Mass: 498.5, Droid Command Speed: 14.9
Weapon: Mass: 15.1k, Damage: 1845.8-3126.4, Vs. Sheilds: .650, Vs. Armor: .630, Energy/Shot: 24.8, Refire Rate: .310
Flight Computer: Level 6:
Shield Emergency Rear
Weapon Overload 3
Engine Overload 4
Capacitor to Shield Shunt 4
Weapon capcitor Overcharge 3
Reactor Overload 4
Message Edited by Saabotage on 06-04-2005 03:34 AM
WornTraveler wrote:
mohtz1 wrote:
WornTraveler wrote:
Ok, well, let me know what you guys think of my component configuration on my Krayt. Have't tested it yet against anythign big, but I defiitely have to free up some mass.
Reactor- Generation 13594 Mass 8413
Engine- Top Speed 88 Mass 34398
Shield- HP 1539 Mass 32742
Cap- Energy 746 Mass 4991
Booster- Top Speed 24 Mass 3296
Droid Int.-Speed 24 Mass 3091
Waepon1- Damage 1976-3201 Mass 36912
Weapon2- Damage 1976-3201Mass 36912
Weapon3- Damage 1332-1951 Mass 9585
Weapon 4- Damage 1798-2844 Mass 3276
Total Mass-202909 out of a possible 210224.
Droid runs all the Freelancer Level Four programs and the Imperial Engine (faster) program 3 and the Weapons overload 3. I dunno what I need to do to make it better- the weapons of course could be replaced or removed. Any tips? I am sure I will come up with something and pos it later to see if its any good but for now i am out. I already have to overload the reactor to give it enough energy for everything to work, but if I knew how much energythe overload supplied I may be able to put in a lighter one, although it would make little difference.
Message Edited by WornTraveler on 06-01-2005 12:35 PM
personally you can do way better with your engine, cap, sheilds, booster and droid.
shields alone you could get 1900 at about 17k mass.. droid.. want that speed a bit lower.. unless that engine has kick a$$ tunring, it is not that great for the mass.. with all these changes you could get a better cap in there with more energy.. one day they will fix weapons overload 3.. well it is sony so maybe not... but look to lower the mass on some of these and you can upgrade the things you need too.. shields is the first one i would hit..
the ones i am using right now are player made 17k mass with 14. regen and 1900 shields..
Wow, don't know what vendorbuy frombut I sure hope it's on Eclipse. I have never seen anythign even close to that good with the mass. I will check though- if there's equipment out there that good I will be really surprised.
The information below is strictly on crafted stuff in Eclipse:
Message Edited by NeoXyphus on 06-04-2005 02:20 AM
Message Edited by NeoXyphus on 06-04-2005 02:25 AM