Pilot Archive
Thread: POBers Guide to PvP
Message Edited by Bawarr on 07-27-2005 11:41 AM
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
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.
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.
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.
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 ![]()