Pilot Archive
Thread: The ARC170 Usage Guide- strategy, tactics, applications
JoKen_Jash wrote:
Actually, I'm forced to disagree with you on the PvP ineffectiveness part. I've used it quite effectively to take out JSFs, but in a completely different way you would think:
I use my Arc 170 as a missile boat. Yes, it has one slot. So why do I use it as a missle boat? It's one of the most maneuverable ships in the Rebellion's arsenal. I can turnfight in this thing, cept the cannons are so spread out. So I simply load an image rec mk II launcher in it, get an enemy in my sights, keep em in my sights for a few seconds, and they're history. I have to reload a lot, but it's about the only ship that has potential as a dedicated missle thrower that can actually FOLLOW the enemy around to get a lock. Two seconds is all I need for a jedi starfighter's demise. And it can get close enough to prevent easy countermeasuring.
Now granted, this is damn near impossible to do in 1 on 1 PvP, but in the group PvP that happens all the time on Starsider, it's quite effective. However, I still find myself using my Jedi fighter more because I also have an image rec launcher on there, but the Arc is still effective in PvP against dogfighters.
I have done this recently 1 on 1, well 2 on 1 as I had a gunner, but he was practically sick as I twisted and turned to try and get the JSF in my sights. I did clip him with my 3.7 k cannon, but i eventually got an IR II off onto his engines, flew past, and let my gunner finish him off. I managed to do this 3 times all in all, Twice with the same guy, and once on another Imp in a B-22. So yep, it is possible to use the Arc as a missile throwing boat, shame that you can get a few more IR's into a mag, to make it even more viable. Might be interesting to see how it would fair with the full compliment of gunners as you twist and turn to get a lock, as the gunners can cover your arse, just in case the guy creeps up on your 6.
The ARC-170 is 125k mass (I actually want to sasy 123k , but I am fairly certain it is 125k). It actually has some good YPR to it for a ship of it's size. Running Engine Overload 3 on that monster really gets it moving and dancing. I guess my biggest quandry now is tweaking the equipment for best usage. I think I've already got a nice shield and reactor combo picked.. but I always have a hard time finding nice engines!
erm, could someone post a pic of a arc170 ? i have no idea what it looks like and its not in the offic. database
ty
I know it's a mission for Rebel and non-RSF pilots, and I've been an Imperial and RSF pilot, does that make any difference? I'm a Rebel Ace now though.
Dorsk_81 wrote:
No, on leave, should I be combatant?
To start the mission you have to be a Rebel Combatant on the ground. I have been told that you only need this to START the mission, not to finish it. However I stayed flagged the entire time.. just in case.
psikobunny wrote:*crickets chirp*
I loves it when my posts drop like rocks. It either means I'm so far out that no one understands a word I'm saying, or I knocked socks off.
Still looking for my socks...