Pilot Archive

Thread: The ARC170 Usage Guide- strategy, tactics, applications

DarkBShadow
Tue Jun 07, 2005 1:48 pm
#14

i think the ARC is a great ship... however untill the devs change the turrents it will not fit my needs as a pilot... It is very fast/manuverable ship However turrent aiming in them and any POB ship is horrible. i also wish there was a reason for the S-Foils on the ship... It is just there for show imo.

for me taking out gun boats/fighters/Vettes are not a problem at all in my Scyk/krayt. but none the less great post.

Message Edited by DarkBShadow on 06-07-2005 04:49 PM



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Caelan_
Wed Jun 08, 2005 12:58 am
#15

Outstanding information! Thank you.


*bookmarked*


jascenjerreck
Thu Jun 09, 2005 8:22 am
#16

ya man....great post.


I used to do the same thing against SD's in x-wing alliance with the yt-2000 "Otana". I wish they would putTHAT ship in the game


/sigh



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Wyzchekyfirearms
Thu Jun 09, 2005 9:46 am
#17

I have to admit those are some great tactics. Wonderful post.. (imo one that should be stickied). Several learning pilots and those that are just looking for different things to do should read this. Excellent ideas.



Wyzcheky


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JupiterFist
Thu Jun 09, 2005 11:50 am
#18


Excellent post... I realized immediately that flying an ARC is waaay different then flying other ships. The ease of movement with the ARC will fool you into thinking you should be some kind of 1 person tank... but as your post states... it is realizing that your rear assets are what makes the ARC awesome. Your tactics are right on given the firing arc of the rear guns. AND the suggestion to leave off the front guns are well noted since 1 gun in the front takes away from the two guns in the back.


/applaud


Message Edited by JupiterFist on 06-09-2005 01:50 PM




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Slysix
Mon Jun 13, 2005 3:24 am
#19

I'd suggest that you mount weapons with the fastest possible recycle time on the turrets.


Turrets do more damage with fast recycle times then maxed outmax/min damage.



Croll
Mon Jun 13, 2005 9:40 am
#20

This makes me want to get an ARC170 even more as our guild has tried to use POB ships to little satisfaction in space. One question though, when in a non-POB multiplayer ship who get's the loot? The player who makes the killing shot?



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Dru_McNasty
Mon Jun 13, 2005 10:36 am
#21

Great post on using the ARC. I was begining to think I had wasted my time getting it. But this will be useful. The biggest problem I face is finding gunners with patience. Most people would rather be flying a fighter themselves or running around on the ground instead of stuck in a gunner seat.




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psikobunny
Mon Jun 13, 2005 12:32 pm
#22

Just a further post to laugh at myself a little, and make a parallel. I've had a couple more flights, and most everything I posted has held true (missions being better to get chased, etc) But here's the funny thing.


TIE Aggressor NPCs are fond of long looping climbs to give the turret a firing angle on you. What did I find myself doing when I had one gunner and was being chased by ships? You got it, long looping climbs. And what did they do? They followed me, and ate plasma.


The reciprocal to this reiterates what I've always said about dealing with NPC Aggies. Chasing them works best , but slide around, don't let the turret hold a lock on you.


PS- can someone check something for me if they get a chance before I do? if you see an ARC, or are in one, target it and cycle subsystems (have someone target you if it's your ship) and report back on whether the turret guns can be targeted individually.





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psikobunny
Mon Jun 13, 2005 3:13 pm
#23

Pilot gets the loot.


I rarely find anyone willing to gun with me too. This is mostly based on a couple of short trips, some MP ship experience, and a lot of thought. It can be fun though, if you find someone willing to work as a team (I have my guildies to thank for that), as an alternative to solo random wanton destrucion, then it has its own satisfaction and rewards.





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BertTrainer
Thu Jun 16, 2005 5:33 pm
#24

im freelance and i get to have a ship that when u press o the wings move


its fekin ace
JoKen_Jash
Thu Jun 16, 2005 11:16 pm
#25

Actually, I'm forced to disagree with you on the PvP ineffectiveness part. I've used it quite effectively to take out JSFs, but in a completely different way you would think:


I use my Arc 170 as a missile boat. Yes, it has one slot. So why do I use it as a missle boat? It's one of the most maneuverable ships in the Rebellion's arsenal. I can turnfight in this thing, cept the cannons are so spread out. So I simply load an image rec mk II launcher in it, get an enemy in my sights, keep em in my sights for a few seconds, and they're history. I have to reload a lot, but it's about the only ship that has potential as a dedicated missle thrower that can actually FOLLOW the enemy around to get a lock. Two seconds is all I need for a jedi starfighter's demise. And it can get close enough to prevent easy countermeasuring.


Now granted, this is damn near impossible to do in 1 on 1 PvP, but in the group PvP that happens all the time on Starsider, it's quite effective. However, I still find myself using my Jedi fighter more because I also have an image rec launcher on there, but the Arc is still effective in PvP against dogfighters.





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Mungaloid
Thu Jun 16, 2005 11:56 pm
#26

Good Post



I think the tactics are rly well based, as i already employ the Gunboat/corvette tactic with my yt-1300....now if i can only generate that ship id rly like to take her up and see what she can do.



Also, do u have to do the quest to use the ship or can u do it on ur alt and then transfer it over to ur main and then try to use it?





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