Pilot Archive

Thread: Trouble with Vaksai Mission

psikobunny
Tue Jul 26, 2005 9:43 am
#14

When Ive done the mission, I only bother with gun5 and the main systems. I know the turrets reset, blah blah blah, but something tells me that somewhere along the line something is happening that makes it easier for your NPC foes to destroy the reactor and bridge. That's why you think you're seeing a bug, because all those waves of fighters are going for are those 2 components. Every active component counts, toward the systems total, so all the remaining turrets make up that %. To find out what kind of shape you're really in cycle the vette's remaining systems to check reactor and/or bridge.


Also, making sure you're out ahead of the corvette where the waves appear (500m or so) helps get them aggro on you, it really works, and it's worth trying for, because you can soak a lot more hits than the vette can. Even the early waves, since I wager thats where your reactor damage is occuring.





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Kav
Tue Jul 26, 2005 9:56 am
#15



Never sweated it since the guns all come back and do work, vette blows up some of the 3rd wave cause their only tier 2.


BUT...trying it now

EDIT: i'll be sure to scope the reactor as well

Message Edited by Kav on 07-26-2005 12:59 PM



Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
Sylow
Tue Jul 26, 2005 10:00 am
#16

Guns seem to come up again on the imperial mission... on the freelance mission, they are goneif you blow them, can't target them, didn't see them firing...


Also the GBs on the freelance mission (so, vaksai mission) are definitely stronger (could be considered bugged) than the ones on the imperial counterpart.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
JaekeW
Tue Jul 26, 2005 10:28 am
#17






Sylow wrote:

Guns seem to come up again on the imperial mission... on the freelance mission, they are goneif you blow them, can't target them, didn't see them firing...


Also the GBs on the freelance mission (so, vaksai mission) are definitely stronger (could be considered bugged) than the ones on the imperial counterpart.







The GB's are lighter on the Imperial mission. However, I have solo'd the Vaksai mission also using this method. Although the guns do respawn, they don't seem to have the same effectiveness and don't count as targets for the enemy gunboats or as part of the "systems" stat. I have never had the vette prematurely blow using this method. I've also helped several people get their heavy X-wings this way, while flying my freelance pilot.

Message Edited by JaekeW on 07-26-2005 10:29 AM



Expired Dec. 10 2006.
"I'm going on a very long holiday. And I don't expect I shall return. In fact I mean not to. " --- paraphrased with apologies
psikobunny
Tue Jul 26, 2005 10:36 am
#18






Sylow wrote:

Guns seem to come up again on the imperial mission... on the freelance mission, they are goneif you blow them, can't target them, didn't see them firing...


Also the GBs on the freelance mission (so, vaksai mission) are definitely stronger (could be considered bugged) than the ones on the imperial counterpart.




Actually, the gunboats on the Freelance and the Rebel versions are Tier5, and the ones on the Imperial are tier3. You could call it bugged if you want, but I always felt it was a not so subtle indicator of who the Devs think are the real pilots.




Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



ZinaTheMaker
Tue Jul 26, 2005 10:42 am
#19






Kav wrote:



Never sweated it since the guns all come back and do work, vette blows up some of the 3rd wave cause their only tier 2.


BUT...trying it now

EDIT: i'll be sure to scope the reactor as well

Message Edited by Kav on 07-26-2005 12:59 PM





that is your problem. taking out all the guns lowers the systems on the vette. personally, i take out only weapon 5, because i can do flybys on both sheilds easily from the bottom with weapon 5 out. this leaves 1,2,3,4,6,7 functional and doesnt damage the system integrity too much.


try it like this and i guarantee you will be successful.





Zina
Best served chilled
JaekeW
Tue Jul 26, 2005 10:45 am
#20






psikobunny wrote:






Sylow wrote:

Guns seem to come up again on the imperial mission... on the freelance mission, they are goneif you blow them, can't target them, didn't see them firing...


Also the GBs on the freelance mission (so, vaksai mission) are definitely stronger (could be considered bugged) than the ones on the imperial counterpart.




Actually, the gunboats on the Freelance and the Rebel versions are Tier5, and the ones on the Imperial are tier3. You could call it bugged if you want, but I always felt it was a not so subtle indicator of who the Devs think are the real pilots.






DOH, and I thought it was because the RG TIE has 80k mass while the Vaksai and Heavy X are both 150k or more.



Expired Dec. 10 2006.
"I'm going on a very long holiday. And I don't expect I shall return. In fact I mean not to. " --- paraphrased with apologies
ThreeTimesOneMinusOne
Tue Jul 26, 2005 11:05 am
#21

Just helped a friend finish the Rebel version of this mission and I've done the Neutral and Imperial Versions myself. I find it best to leave as many guns as possible intact, as they'll scare off some of the gunboats that attack for a while, buying you more time. I just helped my friend through it, got a Kryat Gunship, Boosted right up behind the Vette Engine and used two Mark II spacebombs to kill both shields, then shot the engines. Went off-line, Rebels took over and came back online. Had alot trouble with the gunboats, but we managed to distract them enough to get in the clear, Vette's gun kept causing them to retreat. Aslo, don't destroy the fighters in the escrot run, just disable them, will slow down the spawns before the gunboats appear, giving you more time.

Kav
Tue Jul 26, 2005 11:49 am
#22


Success!
Ok first and foremost, BIG thanks to the Pilot Forum. Couldn't of done it without all your suggestions and shared experience!


First I ran and got the mission to see just how close i could cut it, I killed the fighter escort and followed the Vett till it warped.


Vett Warps at 3700-3800 from station.


Then I went and fitted out a ship with MkIII Protons and got the mission again.



  1. Followed it to 4500m out.

  2. Missiled the shields and 2nd shields at 4500. (2 missiles each, had plenty of time with 8sec re-fire missiles, neat trick I have allways gunned it all)

  3. Then disabled the engines with guns at about 4100m out.

  4. Waited for restart...

  5. watched nimrod #432423 shoot the vett for the millionth time with his tier2 TIE.

  6. Restart and escorted through fighter waves 1, 2, and 3.

  7. Wave 4 showed up as we came within 500m of station.

  8. I aggroed all fighters and the gun ship then hid in the station hanger till success message.

  9. IFF scrambled the remaining baddies.

  10. Claimed my Vaksai.

  11. Repaired and Landed.

Thanks to all of you again.


HOWEVER! I still consider this mission bugged. It did appear that the bug is that while the gun turrets do respawn and fire just fine, they are ignored by incoming fighters who attack the reactor from the get go.


The Turrets need to be fully reset not only active, but as active targets again, as do the shields.




Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
ThreeTimesOneMinusOne
Tue Jul 26, 2005 11:53 am
#23






Kav wrote:


Success!
Ok first and foremost, BIG thanks to the Pilot Forum. Couldn't of done it without all your suggestions and shared experience!


First I ran and got the mission to see just how close i could cut it, I killed the fighter escort and followed the Vett till it warped.


Vett Warps at 3700-3800 from station.


Then I went and fitted out a ship with MkIII Protons and got the mission again.



  1. Followed it to 4500m out.

  2. Missiled the shields and 2nd shields at 4500. (2 missiles each, had plenty of time with 8sec re-fire missiles, neat trick I have allways gunned it all)

  3. Then disabled the engines with guns at about 4100m out.

  4. Waited for restart...

  5. watched nimrod #432423 shoot the vett for the millionth time with his tier2 TIE.

  6. Restart and escorted through fighter waves 1, 2, and 3.

  7. Wave 4 showed up as we came within 500m of station.

  8. I aggroed all fighters and the gun ship then hid in the station hanger till success message.

  9. IFF scrambled the remaining baddies.

  10. Claimed my Vaksai.

  11. Repaired and Landed.

Thanks to all of you again.


HOWEVER! I still consider this mission bugged. It did appear that the bug is that while the gun turrets do respawn and fire just fine, they are ignored by incoming fighters who attack the reactor from the get go.


The Turrets need to be fully reset not only active, but as active targets again, as do the shields.






Gratz on finishing. And in SWG, if you can actually finish it and get your rewards, it's not bugged. As opposed to the Y-8 Mining Quest

psikobunny
Tue Jul 26, 2005 11:54 am
#24






Kav wrote:


as do the shields.




No way, the mission is easy enough as is, the AI is too stupid to be able to plough through all those components. Might as well just hand you a Vaksai the first time you arrive in Kash. Personally I think the bug resides in any systems resetting at all. I could see them getting the Engine back online, but I'm never a big fan of the magically fully repaired escort target deal.




Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Doofius
Tue Jul 26, 2005 5:30 pm
#25






Kav wrote:


5. watched nimrod #432423 shoot the vett for the millionth time with his tier2 TIE.





That was me getting out my aggression for being caught in the loop.


Gratz!


pgm2b2
Tue Jul 26, 2005 7:22 pm
#26

Only Shoot the following on vette.


Gun5

Sheilds

Engine


If you take more stuff out it is more vulnerable.




Farstar
Chewova, Master BH, Master Pistoleer, Alliance Ace Pilot*3
aka
Chyyk, Master Shipwright, Master AS, Master Pilot *3
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