Pilot Archive

Thread: POBers Guide to PvP

Bawarr
Tue Jul 26, 2005 3:40 pm
#14

Sounds great, and like most people here id advise you to get better gear, tbh my heavy X-wing has components nearmost of yours and that has a mass restriction. #1 would be a larger reactor i wouldnt go for anything less than 20k. I was fortunate enough to loot a 30k output 20k mass reactor the other day and its yet to be RE'd, i am hoping this can be put in a ~180k mass fighter so i can run proggies without RO'ing heh.

Message Edited by Bawarr on 07-27-2005 11:41 AM





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Dragon942
Wed Jul 27, 2005 12:26 am
#15


Can I ask why you don't run EO4 for an even bigger boost in manueverability?


EDIT: Another question, how oftent do your gunners hit? I was thinking of trying out a 3 person crew in my Decimator. Me to fly the ship like an Oppessor and get missile kills, my co-pilot to run the droid programs, and a top gunner whose only job is to fire in front of the target, scaring them and corralling them into my missile lock.


Message Edited by Dragon942 on 07-26-2005 03:28 PM



Starscreamer Sapphire
Starsider
JanuHull
Wed Jul 27, 2005 12:55 am
#16






Dragon942 wrote:


Can I ask why you don't run EO4 for an even bigger boost in manueverability?


EDIT: Another question, how oftent do your gunners hit? I was thinking of trying out a 3 person crew in my Decimator. Me to fly the ship like an Oppessor and get missile kills, my co-pilot to run the droid programs, and a top gunner whose only job is to fire in front of the target, scaring them and corralling them into my missile lock.



Message Edited by Dragon942 on 07-26-2005 03:28 PM




EO4 typically pushes the drain up to the point you lose your missiles.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Dragon942
Wed Jul 27, 2005 12:56 am
#17

He can obviously fit a bigger reactor, no?



Starscreamer Sapphire
Starsider
Kirkmeister
Thu Jul 28, 2005 5:52 am
#18

I've managed to get a 22k reactor. I have also fitted EO4 but didn't get chance to run it before having to log But I'm off home soon, so will take it up for a quick test run to see how she handles. I also managed to get a slightly better cap, but have a mate looking for his 2k cap for me. I did have a pop at my mate in his jsf last night with my present guns. needless to say, he got no-where near us before being ripped apart. yes the refire could be a bit better, but I can cope with this untill i find 18 other lvl 10's the Re with



Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
Loki_Ashaman
Thu Jul 28, 2005 8:47 am
#19






Dragon942 wrote:
What good is burn time (if you sacrafice the other stats)? Are you really using this booster for travel? I'd much rather focus on the acceleration and top speed both for combat manuevers and quickly escaping a sticky situation.





I sacrafice acceleration, if you call it a sacrafice. The few points left over from maxing out speed doesn't do much to the acceleration when placed on a POB in my opinion, a fractional second difference to hit top speed at best. But getting almost 2 more seconds of burn time is excellent, its that much longer to run at top speed, and that much longer for my crew to get reorganized and take out whatever we were running from. The longer my decimator is running at 1700+ speed, the better the odds that we can divide and conquer what ever caused us to bail.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Ogoun_of_Kauri
Thu Jul 28, 2005 9:39 am
#20

Thanks for the info. I never knew about shunt working from the turrets.


I've got a YT set up to fly but am still working out the bugs and trying to get a regular crew in practice.


My guns are .25 speed null bolts, .56+ to shields and armor, I figure at least until I get confident gunners I'll keep the fastest guns I can. It seems in pvp that a hit or 2 is all it takes to disable or kill, so the faster the better.


I'd love to move control of the missiles and countermeasures to the ops chair to make that position worth having. I posted this in another POB thread but I think the pilot should have 1 forward-firing gun and everyone else in the ship (and in fighters grouped with the POB) should have a hotkey to target the pilot's target. This way the pilot mostly worries about controlling the ship but doesn't need to worry about waiting for missile lock, but can also select a target and do a little damage (and in the movies the millenium falcon seemed to have a cockpit-mounted gun). This could also make head-on jousting against POB a stupid idea too.


I have a MK V crafted engine, a RElevel 10 booster, lvl 8 24k RE reactor, lvl 10 9.7 speed DI, and RE level9 armor (until I get around to making the elite armor).I've got elite shields and a maxed storage elite capacitor. I made the biggest EM countermeasure thing, but no idea if it's that much better than the others.


I can't imagine flying one of these without voice chat, especially in pvp.



...would master the pilot profession if the repeat mastery bug was fixed.

Kauri
Ogoun Astari
Master Shipwright (17 pt weapons and engines exp, 12 point chassis exp)
Smuggler's Alliance Ace


Starsider
Ogoun
Alliance Ace

Kirkmeister
Thu Jul 28, 2005 11:44 am
#21

Yep Comms is a big must for PvP. From a tactical and RP point of view. You can say don't get cocky kid lol. Seriously though, group chat is so unpredictable that it can take 20 seconds for something to come through. 20 seconds in PvP is death. So if you want to PvP in a POB, or a group of ships, get a headset and get a TS/Ventrillo or your prefered voice comms prog server. We are fortunate to have our own, so it;s not a problem, and most of the people who fly, use TS.So even if we are flying in a group, we can co-ordinate with ease. It really does make that much difference. And listening to the chat of guys going after the Corvette for thier master msiion and getting it is something to behold



Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
Zanholo
Thu Jul 28, 2005 3:37 pm
#22

Are the plasma leak bugs really fixed now? Do you still die quickly from them without buffs?



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Kirkmeister
Fri Jul 29, 2005 4:46 am
#23

Yes they are fixed, and no, you don't die quickly. As soon as you fix the leak the flames go out, and seeing as there are no wounds in space anymore, all u need is medic to get sorted again. They fixed the alarms a long while ago, which was nice, everythime you launched you'd have the alarms blaring away. Very annoying.



Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
Ogoun_of_Kauri
Fri Jul 29, 2005 11:51 am
#24

Just had a test run with a crew of 3 (myself and 2 gunners) last night.


We took the YT into deep space and started attacking various Imp targets (gunboats and decimators) and finally decided to try hitting the star destroyer. I was quite nervous and kept hitting "z" in case there were imp players nearby.


Both gunners have previous experience with POB turrets, and loved the fast refire null bolts. We would choose a target and after1-2passes back and forth each subcomp on the target ship would be dead. I loaded a launcherwith mk IV protons and one with spacebombs to get in practice, although using mk II IR missiles would probably be better in pvp.


Anyway, kept with the passes on the ISD and got in practice except the gunners often shunted when the cap energy was too low and kept firing when out of range, not always helping to keep it filled. (stuff practice will fix)


We blew the ISD and all the sudden I saw the rear shields goto almost nothing. I hit Z and saw what I think was a JSF coming at us. I hit boosters and didthe best evasive maneuvers I could make that bargedo. Somehow wemade some distancebut the gunners in their panic kept shooting so it was a bit before I could get shieldsback. Finally after a couple shunts I tried to turn around and attack the fighter (most likely a stupid move on my part) but then the other pilot probably didn't feel like jousting against a pair of big .25 refire guns. Had I been carrying ImRec missiles I might have been able to fire at him but he started evading and I decided to run and hyper out. He only connected a couple times and each hit took huge chunks out of the 3500 point shields.


Anyway, more practice is needed but we'll get it.




...would master the pilot profession if the repeat mastery bug was fixed.

Kauri
Ogoun Astari
Master Shipwright (17 pt weapons and engines exp, 12 point chassis exp)
Smuggler's Alliance Ace


Starsider
Ogoun
Alliance Ace

JanuHull
Fri Jul 29, 2005 11:53 am
#25






Ogoun_of_Kauri wrote:

Just had a test run with a crew of 3 (myself and 2 gunners) last night.


We took the YT into deep space and started attacking various Imp targets (gunboats and decimators) and finally decided to try hitting the star destroyer. I was quite nervous and kept hitting "z" in case there were imp players nearby.


Both gunners have previous experience with POB turrets, and loved the fast refire null bolts. We would choose a target and after1-2passes back and forth each subcomp on the target ship would be dead. I loaded a launcherwith mk IV protons and one with spacebombs to get in practice, although using mk II IR missiles would probably be better in pvp.


Anyway, kept with the passes on the ISD and got in practice except the gunners often shunted when the cap energy was too low and kept firing when out of range, not always helping to keep it filled. (stuff practice will fix)


We blew the ISD and all the sudden I saw the rear shields goto almost nothing. I hit Z and saw what I think was a JSF coming at us. I hit boosters and didthe best evasive maneuvers I could make that bargedo. Somehow wemade some distancebut the gunners in their panic kept shooting so it was a bit before I could get shieldsback. Finally after a couple shunts I tried to turn around and attack the fighter (most likely a stupid move on my part) but then the other pilot probably didn't feel like jousting against a pair of big .25 refire guns. Had I been carrying ImRec missiles I might have been able to fire at him but he started evading and I decided to run and hyper out. He only connected a couple times and each hit took huge chunks out of the 3500 point shields.


Anyway, more practice is needed but we'll get it.






The most important first step in POB PvP is surviving the engagement. That alone is the hardest one.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Kirkmeister
Sat Jul 30, 2005 3:09 am
#26






Ogoun_of_Kauri wrote:

Just had a test run with a crew of 3 (myself and 2 gunners) last night.


We took the YT into deep space and started attacking various Imp targets (gunboats and decimators) and finally decided to try hitting the star destroyer. I was quite nervous and kept hitting "z" in case there were imp players nearby.


Both gunners have previous experience with POB turrets, and loved the fast refire null bolts. We would choose a target and after1-2passes back and forth each subcomp on the target ship would be dead. I loaded a launcherwith mk IV protons and one with spacebombs to get in practice, although using mk II IR missiles would probably be better in pvp.


Anyway, kept with the passes on the ISD and got in practice except the gunners often shunted when the cap energy was too low and kept firing when out of range, not always helping to keep it filled. (stuff practice will fix)


We blew the ISD and all the sudden I saw the rear shields goto almost nothing. I hit Z and saw what I think was a JSF coming at us. I hit boosters and didthe best evasive maneuvers I could make that bargedo. Somehow wemade some distancebut the gunners in their panic kept shooting so it was a bit before I could get shieldsback. Finally after a couple shunts I tried to turn around and attack the fighter (most likely a stupid move on my part) but then the other pilot probably didn't feel like jousting against a pair of big .25 refire guns. Had I been carrying ImRec missiles I might have been able to fire at him but he started evading and I decided to run and hyper out. He only connected a couple times and each hit took huge chunks out of the 3500 point shields.


Anyway, more practice is needed but we'll get it.







I tend to leave any other type of missile apart from IR's alone if I'm in DS. They are your lifeline, and main defense. Also sounds like you need a better cap if with your gunners firing the cap didn't recharge too quickly. I took a couple of new guys up yesterday. One went AFK in the turret and didn't free it for someone else to take!!!. Then, once we picked up an Imp, they decided to fire at 2 Deci's and a Bungaot as I was heading to engage the JSF. Big mistake!!!!



As you say, practise does make perfect. my normal crew know what, and what not to do, so untill I can safely train up some others, i won't be atking anyone else apart from my normal crew up


It's great to take the ISD with a POB isn't it I find making passes and letting the gunners broadside the components is the best option. Buzzing the bridge so the your gunners can pummel it is a nerve wracking experience, but when the thing blows, it's certainly worth it





Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
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