Pilot Archive
Thread: ARC 170 a piece of junk?
Announcerharris wrote:
Solo, it sucks.
But, with two gunners who know what they're doing, this ship is alot of fun...almost as fun as a fully crewed YT-1300!
One thing it and all turretted fighters are missing vs MP ships, is the additional HUD info the pilot has on their gunner's targets. I was up in an ARC last night briefly, and I agree the fields of fire are a bit restrictive, but we weren't up long enough for a real field test. Even had we been, tracking a target from a gunport during heavy combat maneuvers is problematic.
I don't know I went up and faced a few Tier 3 and 4 Black Sun fighters, Tie's and even did a few Rebel Pirate craft and came out ahead everytime. Granted the one gun drives me nuts, I had little to no prob shooting and hitting my targets. The ARC (being a Freelance Pilot) felt like it had better controls then my Krayt. In fact almost all the parts on it came from my Krayt as well, and this is also useing Reactor, Weapons, Cap, Engine overload 3.
The one gun is kinda lame yes, tell the truth I think without gunners one of the rear guns should be moved to the front to give someone piloting this a little more bang for there buck. At the same time tho, I did pick up my Jedi Starfighter today (nice to know a Imp Smuggler and a Rebel Smuggler for FP) The Jedi has speed, I was outrunning Tier 5's A-Wings. And it's got the front firepower I love having, and it's nice small low profile along with looking like an A-Wing and Tie had a baby. It's mass can be somewhat of a pain, but then again I was used to flying a big gunship or a Dune Lizard for the longest time.
After taking into mind both pve and pvp I've come up with what I will most likely use.
PvP-Jedi or Heavy Scyk. Jedi is nice and all, however the Heavy Scyk gets that 5k more mass, has the same nice small profile and I alwas liked the way the Scyk looked.
PvE-Jedi, Krayt or ARC. Believe it or not, I do like flying the ARC and I think once you get used to it more it's a nice craft. The Jedi is great for outrunning other fighters, and I took out 2 Gunships today by getting in about 100m, flying around it like an insane pilot and taking out it's guns, only running off when shields started to get a little low. The Krayt I've found I like useing as a Bomber, not only that I've been useing it as my mining ship as well. It's big, can have a mining laser along with it's other defences.
Multiplayer-ARC, my YT-1300 rusts away at the Lok Starport! Granted it's nice big heavy level 10 guns are something, and sadly none of the new crafted ship parts are around my server yet. However once the ARC gets fixxed I can see it as my take two buddy's up for Pilot XP. Besides that I like having speed.
CNevyn wrote:
Announcerharris wrote:
Solo, it sucks.
But, with two gunners who know what they're doing, this ship is alot of fun...almost as fun as a fully crewed YT-1300!
One thing it and all turretted fighters are missing vs MP ships, is the additional HUD info the pilot has on their gunner's targets. I was up in an ARC last night briefly, and I agree the fields of fire are a bit restrictive, but we weren't up long enough for a real field test. Even had we been, tracking a target from a gunport during heavy combat maneuvers is problematic.
That rests on the pilot mostly. The ship can manuver, but it should refrain from any fast turns at all unless it is trying to change its position or to get out of a big fight.
RebalMarineHunter wrote:
CNevyn wrote:
Announcerharris wrote:
Solo, it sucks.
But, with two gunners who know what they're doing, this ship is alot of fun...almost as fun as a fully crewed YT-1300!
One thing it and all turretted fighters are missing vs MP ships, is the additional HUD info the pilot has on their gunner's targets. I was up in an ARC last night briefly, and I agree the fields of fire are a bit restrictive, but we weren't up long enough for a real field test. Even had we been, tracking a target from a gunport during heavy combat maneuvers is problematic.
That rests on the pilot mostly. The ship can manuver, but it should refrain from any fast turns at all unless it is trying to change its position or to get out of a big fight.You ship should attempt to go as strait as possible. Neat thing is, all those chasing craft line up real nice on your tail and your two turrets will have no problems taking them down.Would suggest re-enforcing the rear sheilds for this, but it could be very effective. Just use the front gun when things actually get in your way or as you charge into the fight... or when disabaling a ship for capture.Also, the quality of gunner makes a huge difference here too.
While this may indeed work, it's extremely dull and saps all fun out of flying. What pilot wants to fly in straight lines while ship after ship simply follows him to their doom?
CelesSun wrote:
- Besides looking "cool", I found the ARC 170 to be completely useless. (I doubt it! Hands down best mining vessel in the game, also with 120k mass this thing could be loaded out to be a serious monster. All TIE's below the Bomber only have a single forward gun as well btw...)
- Its got a nice mass and fairly good YPR(not compared to the Jedi Starfighter). Same exact YPR as the Jedi Starfighter
- Buuut, try shooting with it, and its guns are so wide apart, seemingly not converging even at a great distance. Its like shooting straight, with wide guns. Which makes it almost impossible to hit, especially from the close distance that every pilot aspires to reach in order to take down his target. Weapon convergance is not in JTL. You would find the same problems with the TIE Intercepter, Firespray, Z95. We have been asking for weapon convergance since beta.
- Also, the turrets are placed in such a fashion, that it makes it impossible for them to shoot properly while the "Reconnaisance" ship is in motion. I agree that ANY tailgun position is horrible on any of the 2-3 man fighters. I tell people to bring a barf bag if they're riding in my Aggresor. Although, IMHO, if I were to have a crew on an ARC 170, I'd have a mining laser and tractor beam in the back load up my cargo hold and use it for mining. Any tailgun position is pointless in terms of "action" Considering the pilot needs to manuevor so much the tail gun would not be able to fire accurately unless the pilot flies level, slow orstraight.
Any thoughts on that? Or am I the only thinking the ship is quite useless?
I wouldn't say useless. Actually quite the opposite. The YPR is very good. 600/600/300 is the same as Greivous and Jedi Starfighter. Now you have 30k additional mass than the other two ships but only one forward firing gun. If I had this ship, I would slap a cert8-10 blaster in the nose, a Spacebomb2 launcher in the ordance slot, use a high-end engine and in addition the PvP Droid Program layout (Reactor Overload 4, Engine Overload4, Weapon Overload 3, Capacitor Overload 3)
That right there.. can be quite useful. The second use I would personally get out of it would be my mining business. Get two buddies to sit in the back, remove the SpaceBomb2 launcher and scale the forward gun down to a cert6-8 mattering on mass. Through in a Tractor beam on the upper turret, Mining laser in lower turret, and a lrage cargo hold (starfighter version). IMHO that is a better mining layout than is possible with a Y-8.
So yeah, it has it's uses, you can load it out easily for PvP and Intercepter duty, or scale down a little for the best miner in the game.
/bowrespectfully
btw, if 120k mass is insufficient then you're doing somethig seriously wrong. AWings, TIE Advanced, TIE Intercepters, etc.. etc.. have less mass than this ship does and have no problem in PvP. For PvP or even PvE I agree that turrets are useless (this holds true for all 2-3 man fighters). So if you plan on going out for a fight, jsut don't put guns back there. If on the otherhand you're going mining you can still load all your mining gear and a decent lvl 6 blaster up front as well as have plenty of room to play with low mass re'ed components.
heh, If I can find a way to get a lvl 6 engine, cert6 blaster, counter measures and missle's into a TIE intercepter.. you should certainly be able to do the same in a ship that has twice the mass.
Disorienting it is. And puzzling.
GileHarleen wrote:
They suuuck to fight though. That's the first NPC fighter that's given me a challenge in a long time.
I guess you never had to tank a teir 5 Aggressor!
Vegitaa wrote:
btw, if 120k mass is insufficient then you're doing somethig seriously wrong. AWings, TIE Advanced, TIE Intercepters, etc.. etc.. have less mass than this ship does and have no problem in PvP. For PvP or even PvE I agree that turrets are useless (this holds true for all 2-3 man fighters). So if you plan on going out for a fight, jsut don't put guns back there. If on the otherhand you're going mining you can still load all your mining gear and a decent lvl 6 blaster up front as well as have plenty of room to play with low mass re'ed components.
heh, If I can find a way to get a lvl 6 engine, cert6 blaster, counter measures and missle's into a TIE intercepter.. you should certainly be able to do the same in a ship that has twice the mass.
The base X-wing has only 100K mass with 3 guns and one ordinance slot and I was able to fill all of them and still have a decent engine and shield, with an extra 20K mass and the exact same weapon configuration you should have an easier time fitting out the ARC.