Pilot Archive

Thread: TIE Oppressor in PvP

LucifersBane
Tue Aug 23, 2005 2:35 pm
#27



Shazbat wrote:
That is quite a player-made engine.
I'm sure you agree that 99.99% (literally, maybe even 99.999%) Mk5s can't turn like that while reaching that top speed. I've never made one even close to that good. Did it suffer in the mass department?





I stuck an mk5 with 67.6PYR and 100+ speed in my interceptor and it turned very nicely ok it makes no difference in a ship like opressor as its not built for turning.

So opressor i dont bother using a pyr engine i use top speed engine and just hit and run.



DANTES INFERNO
quadpers0n
Tue Aug 23, 2005 3:42 pm
#28


it's quite clear you have no idea how your oppressor works.


first of all, your MK5 engine has a pitiful YPR. no wonder you got beaten so handidly and posted that "PVP sucks" thread. yes, you claim to use hit and run tactics, but the flaw in your strategy is that you are usinga ship with a slow chassis speed modifier. thus ships with a higher modifier don't need to be using a 118 crafted engine to catch up with you when you are boosting out of range. if they are using an engine of comparible speed your tactics will just end up with you getting shot in the back unless you have one hell of a booster in your ship. likely even that won't help, because anyone with a mid-high YPR engine (IE not crafted) will be able to turn on you and hit you with a missle while you run. if you do decide to turn your turning radius will be so huge a nova with a decent engine could turn inside your radius and fire.


high speed engines and hit and run tactics are best suited to ships with better speed modifiers, when actually escaping pilots with decent engines is a real possibility.


now, on to "oppressor not being built for turning"


what does that even mean? you do understand that turning is 100% engine YPR right? doubt me? get in a turn fight with a JSF with an identical engine to yours, set yourself at optimal throttle for turning. notice something? yes, the oppressor keeps up with the JSF. why? because all ships turn at the same rate, that's an engine stat, not a chassis stat, the #s in the FAQ for chassis are responsiveness numbers, not turn rate #s. being able to turn at a high speed doesn't always equate to "being better at turning"


so, what engine should you be using in your oppressor? something with a high YPR and decent speed. i suggest collecting lvl 8 engines using a vendor location search in your galaxy and having a shipwright RE one for you. it will be lighter and more manuverable, and you won't have to espouce PVE tactics on the forums like you know what's what in PVP. if you really want to scream, figure out a way to fit an RE'd lvl 10 on your ship.


i hate to be so blunt, but your track record is not stellar up to this point, and i'd hate for other oppressor pilots out there to think that this ship suffers at PVP in any way. it doesn't, it's a formidable PVP ship with a variety of loadouts. (except yours)



-meeuki


lumpini
quadpers0n
Tue Aug 23, 2005 4:04 pm
#29

you said "the oppressor isn't built for turning" as a justification for using a MK5 engine. what does that mean? all ships turn at the same speed, given equal engines. i'm saying you don't know what you are talking about.


trust me, your loadout is flawed. with more experience in PVP you'll see that. you can't "easily chaff" 2 IR2's coming at you, and any ship with a decent engine and a good YPR modifier is going to turn on you when you pass them, and blow you out of the sky. yes, pilots with inferior engines might succumb to your tactic. given you have a relatively large ship with a slow chassis speed mod it's an inadviseable tactic. go ahead and use it sure, but it's a PVE tactic mainly. not a PVP one, at least not in that ship, and not topping out at the mid 1700s.


and yeah, you did say PVP sucks. the topic of your thread was "PVP is more pointless than the ground." youre lucky it hasn't been deleted yet for trolling.





-meeuki


lumpini
Nearro
Tue Aug 23, 2005 4:23 pm
#30



quadpers0n wrote:

you said "the oppressor isn't built for turning" as a justification for using a MK5 engine. what does that mean? all ships turn at the same speed, given equal engines. i'm saying you don't know what you are talking about.

trust me, your loadout is flawed. with more experience in PVP you'll see that. you can't "easily chaff" 2 IR2's coming at you, and any ship with a decent engine and a good YPR modifier is going to turn on you when you pass them, and blow you out of the sky. yes, pilots with inferior engines might succumb to your tactic. given you have a relatively large ship with a slow chassis speed mod it's an inadviseable tactic. go ahead and use it sure, but it's a PVE tactic mainly. not a PVP one, at least not in that ship, and not topping out at the mid 1700s.

and yeah, you did say PVP sucks. the topic of your thread was "PVP is more pointless than the ground." youre lucky it hasn't been deleted yet for trolling.






So, that means that if I take my JSF and my TIE Bomber, put the exact same engine in both, set both at optimal turn speed, they will turn the same? Good luck convincing me on that one. One simple reason:

(Tier 4) Eta-2 Actis Interceptor (Jedi Starfighter): N/A Resources 90k mass [SP: 2 Guns] 1 missile
[Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]


(Tier 3) TIE-Bomber: 60k Resources ~190k mass [SP: 2 Guns] 2 missiles
[Spdx 0.85 Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25]


You're trying to tell me that the Pitch/Yaw/Roll variables on the different ships has absolutely nothing to do with how well that ship can turn? That would then slightly negate your comment about different speed multipliers, since those numbers would mean nothing as well.

All ships have various turn multipliers. A TIE/B, no matter what speed setting you get it at, will *never* keep a turn with an JSF, even if both have the exact same engine. The chassis itself is not built for turning. Why else would those "original" ships be so varies in their stats and functions. You're not going to see anyone outfitting a TIE/B as an agile strike fighter. The chassis can't do it. Sure, you can get it agile, but nothing to keep up with the chassis' that are built specifically for that.



NearroCEO of NearroSpace
Nearro's-Ships CrafterHead Engineer and Productions Manager, NearroSpace
-1033, -4372 Naboo, just 540m North of Oasis, Bloodfin
=====Nearr's Armorsmith Cheat-Sheet=====
=====Nearro's DPS Calculator=====

quadpers0n
Tue Aug 23, 2005 4:36 pm
#31

actually, that's not accurate. or well, it is but it isn't.


here, it's best left to an example and if i'm wrong about something then i'd love to be corrected, but as i'm explaining it as it was explained to me.


say a JSF and a tie bomber have identical engines. both are using EO4 and get in a turning match. we are talking 1 direction, a loop, with both pilots trying to hit each other.


the JSF is turning optimally at 1000 speed, the bomber is turning optimally at 400 speed. the bomber will be able to maintain a bead on the JSF through it's wider turn. if this wasn't the case, a heavy fighter would never be able to beat a light fighter.


now how do the chassis stats come into play? well say the JSF decides he doesn't want to pitch anymore, and decides to yaw. he has a 600 600 300 chassis stat, which means he can almost instantly switch direction, the bomber, with it's decidedly lower stat takes longer to switch directions.


but it's a second/split second difference. enough to win the fight? sure. but not enough to claim ships "aren't built for turning" or use those chassis mods as an excuse for using a low YPR engine.


the tactic (hit and run with a high YPR engine) is a sound one, it's just that the choice of engine paired with the choice of ship really isn't. it's not quite fast enough to be competitive (imo) when the mass allows you to put an engine on it that will definately OUTTURN a high chassis YPR stat fighter.





-meeuki


lumpini
LucifersBane
Tue Aug 23, 2005 4:44 pm
#32



quadpers0n wrote:

you said "the oppressor isn't built for turning" as a justification for using a MK5 engine. what does that mean? all ships turn at the same speed, given equal engines. i'm saying you don't know what you are talking about.

trust me, your loadout is flawed. with more experience in PVP you'll see that. you can't "easily chaff" 2 IR2's coming at you, and any ship with a decent engine and a good YPR modifier is going to turn on you when you pass them, and blow you out of the sky. yes, pilots with inferior engines might succumb to your tactic. given you have a relatively large ship with a slow chassis speed mod it's an inadviseable tactic. go ahead and use it sure, but it's a PVE tactic mainly. not a PVP one, at least not in that ship, and not topping out at the mid 1700s.

and yeah, you did say PVP sucks. the topic of your thread was "PVP is more pointless than the ground." youre lucky it hasn't been deleted yet for trolling.






Just as a clarification the title has question marks at the end, indicating that its a question. Not a statement.

From what ive seen with IR's when an enemy pilot has chaffed they have usually avoided them and hit anyway, or it appears only 1 missile was taken out. Also depending on the pilots reaction, he may release the chaffs to late.

I am not trying to say my tactic is the best, its the tactic i use and seems to work quite well in this ship, most light fighters speeds semm to cap out about 1-1.1k ok some will have better engines granted.

Would you not agree tho the main advantage of the opressor is it 3 missile platforms ?

This is how i see it atleast. I am open to advice.



DANTES INFERNO
quadpers0n
Tue Aug 23, 2005 5:02 pm
#33


it's not a flawed tactic, it's actually a really good tactic, it's just that in my experience i findthat ihave had limited success appling itin the oppressor. that's not to say youcan't make it work, you might be really successful with it and in the end overcoming the disadvantages of it will make you a better pilot, it's just that i think the tactic is better applied in a lighter ship with a better speed mod, enabling it to hit 2000 or so on the boost away. you say nobody is going to catch you at 1700, but the reality is all you need to do is maintain after spinning, alot of times 1 missle can be enough, and i personally don't want to bank surviving in PVP on having enough chaff and being able to outrun everyone, not when getting a faster top speed is fairly easy.


not everyone will have it, sure, but imagine the JSF that has the sameMK5 on it, it's automatically going to be faster than you, harder to hit, AND have better responsiveness. that loadout on the oppressor doesn't really allow it to succeed reliably in that situation, while a high YPR engine does allow it to succeed reliably in all situations.


the tactic and loadout will work, i went about 50-15 using a similar setup, but imo the advantages of high mass should be spent on engines that allow you to turn on a dime.




-meeuki


lumpini
Alyxian
Tue Aug 23, 2005 5:08 pm
#34

Oh yes, Opp in PvP...great!!


I did something stupid one day in Kash helping someone get a vaskai, end story, I blew up


I repaired a little, headed for DS, out of missiles, Engine at 35%, guns were ok, Cap barly charging. Loaded into DS, hit hyper macro,triggered the thumb twitch for enemy player, and sure enough, X-Wing. He came in, I hit .4 throttle, cranked, and pulsed a couple shots into him...end of X-Wing. I targeted the next, a bella coming in at high speed, oriented on him, he was just about in range...5...4...3...2...1 and I was gone


Moral of the story, even half dead withempty launcher rack...Opp can be dangerous.





Alyxian Gorgaan
"Just an honest Trader"
Will Fly for Booze
Ships, Paint, Missiles, Droids, and More!
Shop located in Tal Kyrte on Lok, in the Mall
StarSider
LucifersBane
Tue Aug 23, 2005 5:14 pm
#35

so what ur saying is that i should try using pyr engine ........ok i can craft 67.6 pyr is that enough ..if not i could craft one just in P and Y and see what i get or do i need to spend ages looting engines ?



DANTES INFERNO
quadpers0n
Tue Aug 23, 2005 5:34 pm
#36


honestly i don't think crafted engines are there yet in terms of viability. the difference between 67 and 72 is actually quite remarkable. it took me a long time to realize that.


there's 2 things you can do if you want to abandon the high speed "hit and run" tactic. get a reverse engineered level 8 engine. you should be able to do a vendor location search using the reverse engineered components thread:


http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=74840


and find enough level 8 engines to RE. i would'nt even worry about the engine's quality, your first foray should just be about getting an engine that hits YPR in the low 70s and has a mass around 25-28k. don't be discouraged by a speed in the high 80s low 90s either, at first it's going to seem like a problem in PVE, (using boost and run tactics) but you'll get used to it. PVE AI is is pretty weak.


you can also search for level 10 engines, and you'll probably end up with something in the 40k mass range with mid to high 70s YPR. again, don't be concerned with getting a perfect engine, you just want to grab something that's enough to test out how manuverable you'll be with high YPR and EO4.


you could also try crafting to hit high yaw and pitch and leaving out roll, i see alot of people do this but i dunno. i roll quite a bit. in practice i don't know how it would turn out, you'll have to ask people with more experience flying those engines against pilots with good pitch yaw and roll.


in the end, it is all a matter of preference. some people just aren't going to want to give up going so fast in the heavy fighter of their choice,and they'll have to look to ways to overcome the problems of that setup. i think though, once you see how fast you can turn with evenYPR in the low 70's the idea of having a 78-85 YPR engine will intoxicate you.




-meeuki


lumpini
LucifersBane
Tue Aug 23, 2005 5:48 pm
#37

been looking for lv 8 engines to re for a while now funny enough. Been having trouble finding some tho, i have 2 quite good ones with pyr in low 70's just need to find another 6.

ill check that thread to see if it can help



DANTES INFERNO
quadpers0n
Tue Aug 23, 2005 5:57 pm
#38


you wouldn't believe what people put on their vendors sometimes. that list helps alot.




-meeuki


lumpini
Nearro
Wed Aug 24, 2005 12:15 am
#39


EfreaK wrote:
How can you get ,25 guns?
Resources used? Fastest I've seen on Sunrunner is ,26




I'm using a few 1000oq mats and the rest are high 900s. I build these guns specifically for fast refire, so the Min/Max damage is about mid-level, 2000-3100 roughly. Plus, using a highly experimented QuickShot upgrade, the initial craft comes in at 0.290, letting me get it down to 0.254 at 99% experimentation. The other points get tossed into mass, dropping it to a 33k mass gun.


macnider123123 wrote:
I'd love to know how you guys stagger the fire on your guns like that.



It's all in getting that 2nd gun to fire 0.125 after the first one. Macro's do work, but it takes a lot to get it working just right. Macro's aren't the only things you need to be able to keep that fire rate going. And yeah, as admiraljz said, getting the timing down was a nightmare, but now that I've got it, it's quite frightening.


Shazbat wrote:
The Oppressor IS a great ship, certainly the best PvE ship for the Empire. If it's lasting a long time in a 1v1 duel, (given its terrible turn mods), your opponent better be flying a similarly sluggish ship, or perhaps blind, or drinking hot coffee. Maybe playing with only one hand, or on LSD, or suffering from the Bends.



That or you know how to stay alive in an Opp. I fly one pretty much exclusively in PvP. Once you've gotten used to it's quirks, it's actually capable of holding a turn with some of the best A-Wing pilots, unless they are running an RE'd 10 engine in theirs, just as Aya.



S-1-l2-H-C wrote:


NIR_Bria wrote:

Actually the Oppressor and Adv XW isnt that different... Opp oversteers a bit more and have a gun less (an Defense stacked Opp is fearsome indeed, even without missiles)....


the xwing and the opp are nothing alike. the opp is more like a longprobe with a third missile hardpoint and a smaller hitbox.



Actually, the best comparison, maneuvering-wise, would be the Opp and the Rihxyrk. Their stats are amost exactly the same, with the Rihxyrk having one more gun and 2 less missles, while the Opp is a much smaller target. They both even slide about the same amount. Comparing it to a Rebel ship, it'd be a toss up between the Y and the X. More maneuverable then the Y, and packs a bigger punch. Less maneuverable then an X, but with enough flight experience, that can easily be compensated for. Ask that pair of X-wings that were attacking the ISD last night. One of them resorted to firing a missle every time he saw me cause he couldn't get in range with his guns. Never joust with an Opp (or X for that matter), and if you do, never ever fly straight against a pilot that knows how to come in rolling.



NearroCEO of NearroSpace
Nearro's-Ships CrafterHead Engineer and Productions Manager, NearroSpace
-1033, -4372 Naboo, just 540m North of Oasis, Bloodfin
=====Nearr's Armorsmith Cheat-Sheet=====
=====Nearro's DPS Calculator=====

Page 3 of 4