Pilot Archive

Thread: whats the best countermeasure launcher for pvp

FilanVader
Mon Sep 12, 2005 10:00 am
#14

i know one thing in pvp, after pub24 the POB ships will probally be best handled with spacebombs. i hear the elite hardware is getting a few upgrades.
aramiss
Mon Sep 12, 2005 10:21 am
#15

ok, ive mastered 2 rebel squadrons and never needed a cm launcer, sure sometimes it may have helped, but usually its not an issue, you can cut a tie bomber apart in about 3 seconds.....i swear they dont have engines



Aramiss---------Bria-------Officer------Alliance Ace pilot
Manfred-von Richthofen------Starsider------Imperial pilot
Goraf
Mon Sep 12, 2005 10:44 am
#16

Hang out in deep space by yourself for a while. There's nothing like a gang of TIE Bombers and Oppressors launching missiles at you while you chase an Interceptor around to make your day. Ghrag Persuader gunboats launch some pretty mean missiles too.

I agree though, usually you do not need it.



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KaylBreinhar
Mon Sep 12, 2005 1:10 pm
#17

Regular chaff. Only takes one if you want to decoy an NPC missile, and if you need to decoy a player missile, just pump out three in rapid succession.



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Thradd
Mon Sep 12, 2005 2:16 pm
#18






aramiss wrote:
yes, properly outfitting your ship is a skill, but you know what i mean, it takes hardly any skill to get a missile lock, getting a hit with blasters is much harder. and i never needed countermeasures before, i just started to get into pvp, and in pve you dont need a cm launcher, you can evade missiles, but in pvp i can't evade them for some reason




I don't know about that. If you are flying 1 on 1 against a good pilot you will have a hell of a time getting a lock before they shoot you in the face. If you've got a nice speedy gun you can pretty much just spit a wall of death and eventually you're going to hit something. But depending on what kind of missile you use, you're going to need to wait a few ticks to get that lock. And then once you get it you need to hold it. And if you are in a circle battle you've got to do all of this before the bad guy lines you up and shoots your face.


I'm not going to say it takes more or less skill to fire a missile than it does to use a blaster but I will say that the great thing about JTL is that it takes a high level of skill to do anything. From loading your ship out to knowing when to launch chaff. If you can fly for long periods of time while engaging multiple enemies, either PVE or PVP, you've got skills. If you launch and 5min into it you're back at the Space Station...well....you might want to work on your skills.


The pilot community is unique from the groundpounders in that we all have more respect for each other because we all know it's real Player vs Player combat and not Template vs Template or who has stacked the best foods. We all know it takes skill to get anything done up here. So unless you're load killing you should be proud of every kill you get because you earned it. Doesn't matter if you're a deadeye ace, mega missile man, or 6 o clock creeper, you've got skills and so does the pilot who just gave you a quick trip back to your friendly neighborhood space station.





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DarthGorilla
Mon Sep 12, 2005 2:17 pm
#19

I've been pvping in an A-wing lately so chaff is about the best I can manage.



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aramiss
Mon Sep 12, 2005 2:55 pm
#20

well, i fit a sensor decoy on there, it seems to do great. thanks for the help guys

now to see if im crazy or stuipid for trying a heavy z95 in pvp



Aramiss---------Bria-------Officer------Alliance Ace pilot
Manfred-von Richthofen------Starsider------Imperial pilot
Zhagadska
Mon Sep 12, 2005 4:02 pm
#21

help me clear something up...



dohigher levelcoutnermeasures actually provide better chances at evading missiles and torps?


i don't know if it's a bug or not, but i've always found regular chaff packs seem just as effective as EM Emitters.





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Rhu
Mon Sep 12, 2005 4:06 pm
#22


As far as I can tell, missiles tend to have a set number of hitpoints.


I'm not sure exactly what the numbers for the hitpoints are, but I imagine that low level ordinance has fewer hitpoints than a spacebomb, for instance.


Chaff, generally, has a damage range of something around 35-75. Higher level countermeasures have about damage range window, but higher damage. I'm sure one of the many shipwrights here can give you more solid numbers.
LeaphChausew
Mon Sep 12, 2005 4:46 pm
#23

As I said before, standard chaff works fine.

CuchulainnDarklight
Mon Sep 12, 2005 6:23 pm
#24






Kirkmeister wrote:
I use micro chaff at roughly 5k mass per launcher and youy can get 15 in a pack. However, I have had someone tell me that em emmitters or something like that that only weighs 2k mass work well in PVP.





You talking about me? I use a Sensor Decoy launcher in my heavier ships and a micro chaff in my Awing? Prettier graphics than micro chaff, slightly better stats and more shots. Picked it up for nothing on a vendor search too.




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Rhu
Tue Sep 13, 2005 12:38 am
#25






aramiss wrote:
very true, sometimes i wish theyd increase the AI in the tier 4 and 5 ships




You know, I've been thinking lately: maybe it is time for tier 6 fighters to roll out. Circle-fight capable,spawns as a captain of a group of tier5s, does 1k damage/shot.
Kirkmeister
Tue Sep 13, 2005 4:01 am
#26

I was mate, yes. Just couldn't remember the name of the stuff you used. I use micro chaff, so it would be interesting to see how effective the sensor decoys are against IR II's. In an A-wing they could mean a difference between a decent ship, or a very average ship.



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