Pilot Archive

Thread: Please clean up the gunboats after you kill the 'Vette

JaekeW
Mon Jun 20, 2005 11:31 am
#14

Yeah, I cleaned up Tempests last night, tried it with my Freelance 4444 and almost got my Ryck cut to pieces. Logged in my Storm Ace with JSF and got them, I just hope the same thing hasn't happened tonight when i go to log on with my freelance to get the Ace.

Message Edited by JaekeW on 06-20-2005 11:32 AM



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RasalTheWise
Mon Jun 20, 2005 11:45 am
#15

Makes sense that the escort should be a part of the mission. Even if the escort reaches the exit WP and still does the Exit Mambo.




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Chickenbone
Mon Jun 20, 2005 1:31 pm
#16

I kinda like it actually that people leave the gunboats behind. I use it as some kind of timer when the vette will respawn. I kill the gunboats at the exit, log off, do something else for 1.5 hours, log back in, go to Kessel, and wait for about half-hour for the vette. I hate it when I don't know when the vette will spawn. It could spawn in the next 15 min. or the next 90 min. It's that uncertainty that I don't like.



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Bastilaa
Mon Jun 20, 2005 1:43 pm
#17

I have made it a point to now kill the gunships as I do the mission for others, it takes a little over 60 seconds to kill them when they are with the vette, just come in from the underside once you take down turret 5 and they are easy pickings, nice loot sometimes and a good size credit chip. For 60 seconds of EASY work, you can save some poor folks a 2 hour wait time.



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GranitePhoenix
Mon Jun 20, 2005 1:50 pm
#18

Bear in mind, guys....Sometimes the Vettes do pass through the system unmolested.....And no less than 1/3 of the time, it doesn't take it's gunboats with it,if it was touched or not....


Rhyon Wraithborne



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Ducimus
Mon Jun 20, 2005 2:52 pm
#19

I like the idea of including the gunboats for mission credit.

Seriously, if someone can't kill a couple gunboats that fly in a set flight path, they suck, and are certainly no "ace" or "master" by any stretch of the imagination and do not deserve said title.



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Daeges
Mon Jun 20, 2005 3:07 pm
#20

just a little incentive:


these gunboats are:


worth 260 faction points each

easy to kill

drop level 9 or 10 loot probably 90% of the time

worth 30k XP a piece

count towards your "kill 30 enemy ships" quest


Where's the downside?



IG Daeges

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Attacca
Mon Jun 20, 2005 5:19 pm
#21

The waypoints are in the pilot FAQ, there's a guide on vaping the vette.


The gunboats being left behind are partially simptomatic of the new breed of lazy pilots who are only flying because of RotW. They can barely fly, need hands held through missions, including the vette, and don't care of the gunboats are still up. Anyone who can realistically take out the vette should be able to handle two simple gunboats flying in a straight path.


Besides, if you enjoy flying they're a minor challenge with good loot.







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Washell
Mon Jun 20, 2005 5:23 pm
#22






Daeges wrote:

just a little incentive:


these gunboats are:


worth 260 faction points each

A lot of people don't go overt

easy to kill

True, if you know what you're doing

drop level 9 or 10 loot probably 90% of the time

Which doesn't fit on most ships worth flying

worth 30k XP a piece

Which is needed for? Not for mastering, and any masters present usually have a surplus of prestige anyway.

count towards your "kill 30 enemy ships" quest

True, but not many people are on that quest on a corvette run.


Where's the downside?









droid327
Mon Jun 20, 2005 8:18 pm
#23

the gunnies really arent that hard to kill? they dont spin like they used to, at least not on my server.....they just kinda sit there and are an easy kill. The only annoying part is having to go to the observation point and camp till the vette spawns again. Id rather have to clear out the gunnies (5 mins work) and wait for a spawn, though, than catch the vette 4km away from the exit and have it hyper out just before i get its engines disabled.



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Scobey
Tue Jun 21, 2005 12:47 am
#24






JaekeW wrote:

It's a lot easier for you to take care of the gunboats after the 'vette is dead and before they get to the endpoint and someone else has to kill them after they start spinning. The next 'Vette will not spawn unless these are taken care of.





OK... Maybe I have a problem here. I have done the corvette mission 20 times or so now, and everytime I disable the corvette, the gunboats hyper out. Kill the Corvette, and there are no gunboats. What the bleep are you people talking about. I have killed the corvette gone home, got more noobs, and come back, and killed the vette again.. The Vette is on a timed spawn 2 hours... what are you people talking about. And if you can kill the corvette without first getting rid of the fighter escort... I bow to you extreme master.... but if you disable the vette right.. the gunboats will enter hyperspace and be gone.

Message Edited by Scobey on 06-20-2005 03:50 PM



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KJFett3
Tue Jun 21, 2005 12:58 am
#25






Scobey wrote:






JaekeW wrote:

It's a lot easier for you to take care of the gunboats after the 'vette is dead and before they get to the endpoint and someone else has to kill them after they start spinning. The next 'Vette will not spawn unless these are taken care of.





OK... Maybe I have a problem here. I have done the corvette mission 20 times or so now, and everytime I disable the corvette, the gunboats hyper out. Kill the Corvette, and there are no gunboats. What the bleep are you people talking about. I have killed the corvette gone home, got more noobs, and come back, and killed the vette again.. The Vette is on a timed spawn 2 hours... what are you people talking about. And if you can kill the corvette without first getting rid of the fighter escort... I bow to you extreme master.... but if you disable the vette right.. the gunboats will enter hyperspace and be gone.

Message Edited by Scobey on 06-20-2005 03:50 PM





In your example the vette is not destroyed, thus the GBs jump, leaving the vette behind. In the cases that the issues are coming up, the vette is destroyed before the GBs jump...then they get all confused and dance around instead of jumping....thus resulting in the next spawn not showing up.



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Darth-Malus
Tue Jun 21, 2005 4:47 am
#26






Funkybeermonster wrote:


Or alternatively, why not modify the code so that the GBs 'bug out' at the waypoint as well?! If they really were escorts, surely they should be reporting back, or something, not just sitting there like lemons... ?!


I've notyet done the master mission but I can't help but think "what if you simply can't take out the GBs?".




What he said...


Personally, I got mauled abotu 2/3 of the way through the mission and fought on with the big red "EJECT" button on my screen - no armor, booster out and various other damage. It was all I could do to continue beating on the corvette and still survive. When we destroyed the 'Vette, a couple folks in my group took out the gunboats but i had to limp back for repairs. I sure wouldn't have been able to do that myself.


And some people simply don't understand that the gunboats will delay the reappearance of the Corvette. Regardless, it's a problem with the CODE, not the previous pilot's consideration or lack thereof.


Of course there's nothing stopping some well-intentioned white knight from hanging around Kessel and setting the example, now is there?




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