Pilot Archive
Thread: [GUIDE] and [FAQ] to Completing the Corvette Master Level Mission v3.0b by Zina
Brainplay
Sun Nov 07, 2004 6:03 am
#27
Question: Is there any difference in the damage caused by different types of missles. Wouldsesmic be better than protons? What about image rec? What about concussion?
Question: How would a Decimator or any other multiplayer ship do against the other gun boats. Could it play a support role? Would everyone aboard get credit for the kill?
Question: How fast does the Corvette travel? If you were to disable the escorting gunboat engines, would the Corvette zoom by them quickly?
NasherUK
Sun Nov 07, 2004 6:28 am
#28
If your really lucky like I was, the corvette will be under attack by hordes of NPCs and its escorts will be busy with them. Then you can just pick off a few components, IFF scramble and fly in close to take out the rest 
hurley304
Sun Nov 07, 2004 1:38 pm
#29
Ok, 5 hours ago, we had a group of 15 jump to kessel hoping to find the imperial vette. We had 1 person on each corner of the map and the main group at the center and waited. Well the time passed and no imperial vette spawn at all. We saw the Rebel vette pass by twice though. Now what the hell. Then I found this guide and got an exact wp to where the Imperial vette would spawn. Another 2 hours went by and still nothing. Are we missing something here? Or is the Imperial Vette spawn broken.
rchoi1203
Sun Nov 07, 2004 1:39 pm
#30
just fyi for you guys about the bombs.. from prior experience in the other lucasarts flying games tie fighter v. x-wing, rebel alliance and such.. if you can get close to it usually from behind or a blind spot of the turrets or from the side the turrets are already disabled.. have a person use the fatboy, known as the spacebomb... it is slow as dirt, so be close when you fire it and on a relatively good line so that it will actually hit it instead of flying harmlessly by... remember, this is slow as dirt.. i haven't seen it in action in the game, but if it's speed is anything like in the other games, it'll take a while to catch up to the corvette, so be sure to be close.. that's my two cents.. i'm currently 3333, working on getting my tier 4.. and i'm not looking forward to going into a pvp zone for this already hard mission, but i'm sure the fatboy will work.. i've seen a guy have one on my server for like 18K-24K damage for one fatboy...
ZinaTheMaker
Mon Nov 08, 2004 9:25 am
#31
Brainplay wrote:
Question: Is there any difference in the damage caused by different types of missles. Wouldsesmic be better than protons? What about image rec? What about concussion?
Someone else will have to take this one...
Question: How would a Decimator or any other multiplayer ship do against the other gun boats. Could it play a support role? Would everyone aboard get credit for the kill?
Everyone in kessel will get credit for the kill, including the passengers of a multiplayer ship as long as they have the mission. Gunboats are just nasty plain and simple. I dont think that anything could stand up to a tier 5 gunboat for a lot time without incuring severe damage. It could however play a support role, i think the use of a multiplayer ship is to primarily provide the heavy artillary. but when bringing a decimator or a slower ship in, you MUST have fighter escorts, or you will get ripped apart by NPC fighters.
Question: How fast does the Corvette travel? If you were to disable the escorting gunboat engines, would the Corvette zoom by them quickly?
The corvette travels slow as hell. I'd bet it travels about 100 speed wise. think how slow gunboats are. and keep inmind that a gunboat at full speed keeps up with the vette. i would focus on the corvette and not worry about the gunboats.
StarSiderShadrach
Mon Nov 08, 2004 9:32 am
#32
One easy way to take out the corvette is to bring along 6-7 privateers with some good weaponry. They can take out the turrets from close range.. then use /iffscramble which will remove aggro on them, allowing them to waltz away from the corvette unscathed.
Using this approach will allow you to easily take out the turrets, as a well-equipped rihk will be able to take out a turret pretty much single handedly.
Note.. if you declare factionally ahead of time this appraoch will not work, so remain covert for this task.
Using this approach will allow you to easily take out the turrets, as a well-equipped rihk will be able to take out a turret pretty much single handedly.
Note.. if you declare factionally ahead of time this appraoch will not work, so remain covert for this task.
Nacoa
Tue Nov 09, 2004 3:38 pm
#33
Corrections:
-You might want to take out the claim that the 'vette can not be soloed without an exploit. I soloed it without an exploit. As an Imperial, I could use bomberstrike to distract the gunners on the gunboats and vette. I died 3 times during the mission, but I was able to kill it by myself.
-There are 8 turbolaser batteries on the 'vette, numbers 0 through 7.
0 through 3 are on the "top" side of the vette, in the area that has a diamond cross-section.
4 and 5 are turrets on the top and bottom just behind the bridge.
6 and 7 are turrets on the sides of the 'vette just in front of the engine area.
-When I tried to call a bomber strike on the 'vette itself, I always failed. Instead, I called a bomber strike on one of the gunboats. That way the bomberstrike was still able to distract all the gunners while I shot up the 'vette and gunboats.
General Tips:
-Before you start your attack run at the 'vette, type /waypoint. That way if you do die, you know about where the 'vette is when you come back.
-If you use a joystick, map "Target closest enemy player" to a button on your joystick. Hit this button periodically to see if you're about to be ganked.
Some tips for those who use their guns to destroy the 'vette:
-Disable the engines on the gunboats, then let the 'vette pull away from them.
-Move fast. The gunners have a much harder time hitting you. And by fast, I mean like around 1200.
-Always use your booster when you're pulling away from the 'vette until you have destroyed it's weapons. You need to get more than 1000m away from the 'vette to get out of range of all of the 'vette's weapons.
-Try to find the 'vette that matches your faction first. Use it to get a close look at where you're going to be aiming when you attack the enemy 'vette.
-Missiles can damage any component from any angle. With your blasters, you can only damage a component from a particular location.
-Don't be afraid to get very close to the 'vette. If you are, fewer of it's weapons can shoot at you since they are blocked by the 'vette itself.
Weapons:
-To kill a weapon, you have to have a direct shot at it.
-Go for weapons 0 through 3 and 5 first. These are all close together, so it's easy to hit more than 1 in a single pass.
-You don't have to have a particular weapon targetted in order to destroy it with your guns. You just have to know where it is.
-You need as strong front shields and armor as possible.
-Weapons 6 and 7 appear to only be able to shoot forward. I've never been hit by them when attacking from the sides and rear. Because of this, leave weapons 6 and 7 for last.
-The weapons are relatively exposed and fragile. Any NPCs in the area are likely to knock out some of the weapons for you.
Shields:
The shield generators are located at the front of the diamond-shaped area of the corvette. These can only be damaged by your guns from an arc in front of the 'vette, extending a little bit to each side. Since the 'vette is still moving at this point, they can be hard to target.
Engines:
Located in the obvious place. They can only be damaged by your guns shooting directly into the exhaust of the engine.
Reactor:
Use the targeting recticle to see which side of the 'vette the ship is on. You can only damage the reactor by shooting from directly above it. Imagine a line through the main axis of the 'vette, you have to be perpendicular to it.
Bridge:
Can only be damaged by your guns from the front. You have to shoot through the window.
-You might want to take out the claim that the 'vette can not be soloed without an exploit. I soloed it without an exploit. As an Imperial, I could use bomberstrike to distract the gunners on the gunboats and vette. I died 3 times during the mission, but I was able to kill it by myself.
-There are 8 turbolaser batteries on the 'vette, numbers 0 through 7.
0 through 3 are on the "top" side of the vette, in the area that has a diamond cross-section.
4 and 5 are turrets on the top and bottom just behind the bridge.
6 and 7 are turrets on the sides of the 'vette just in front of the engine area.
-When I tried to call a bomber strike on the 'vette itself, I always failed. Instead, I called a bomber strike on one of the gunboats. That way the bomberstrike was still able to distract all the gunners while I shot up the 'vette and gunboats.
General Tips:
-Before you start your attack run at the 'vette, type /waypoint. That way if you do die, you know about where the 'vette is when you come back.
-If you use a joystick, map "Target closest enemy player" to a button on your joystick. Hit this button periodically to see if you're about to be ganked.
Some tips for those who use their guns to destroy the 'vette:
-Disable the engines on the gunboats, then let the 'vette pull away from them.
-Move fast. The gunners have a much harder time hitting you. And by fast, I mean like around 1200.
-Always use your booster when you're pulling away from the 'vette until you have destroyed it's weapons. You need to get more than 1000m away from the 'vette to get out of range of all of the 'vette's weapons.
-Try to find the 'vette that matches your faction first. Use it to get a close look at where you're going to be aiming when you attack the enemy 'vette.
-Missiles can damage any component from any angle. With your blasters, you can only damage a component from a particular location.
-Don't be afraid to get very close to the 'vette. If you are, fewer of it's weapons can shoot at you since they are blocked by the 'vette itself.
Weapons:
-To kill a weapon, you have to have a direct shot at it.
-Go for weapons 0 through 3 and 5 first. These are all close together, so it's easy to hit more than 1 in a single pass.
-You don't have to have a particular weapon targetted in order to destroy it with your guns. You just have to know where it is.
-You need as strong front shields and armor as possible.
-Weapons 6 and 7 appear to only be able to shoot forward. I've never been hit by them when attacking from the sides and rear. Because of this, leave weapons 6 and 7 for last.
-The weapons are relatively exposed and fragile. Any NPCs in the area are likely to knock out some of the weapons for you.
Shields:
The shield generators are located at the front of the diamond-shaped area of the corvette. These can only be damaged by your guns from an arc in front of the 'vette, extending a little bit to each side. Since the 'vette is still moving at this point, they can be hard to target.
Engines:
Located in the obvious place. They can only be damaged by your guns shooting directly into the exhaust of the engine.
Reactor:
Use the targeting recticle to see which side of the 'vette the ship is on. You can only damage the reactor by shooting from directly above it. Imagine a line through the main axis of the 'vette, you have to be perpendicular to it.
Bridge:
Can only be damaged by your guns from the front. You have to shoot through the window.
Nacoa
Tue Nov 09, 2004 3:45 pm
#34
Brainplay wrote:Question: Is there any difference in the damage caused by different types of missles. Would sesmic be better than protons? What about image rec? What about concussion?
When attacking the 'vette, all missiles are equally effective. Get missiles that do the most raw damage.
Draconicius
Tue Nov 09, 2004 3:55 pm
#35
For cap ship takedowns ..I use mk4 protons.
The 'vette's parts will only need 1proton to take a part down depending on the dmg roll.
Space bombs actually are NOT that slow... they follow the standard ordinance physics in JTL. They are meant for LARGE targets in the long run. I used 2 mk3 spacebombs and 1 mk 4 proton on a shield gen on the Rebel starbase in Deepspace. ONLY got it to 25%. Oh .. and the loadout is too low as well.... 4 per launcher.
I find a better balance is mk4 protons. On my oppressor I can carry 30 mk4 protons instead of 12 space bombs.
12 space bombs x 20k dmg =240k total
30 mk4 protons x 10k dmg = 300k total
I am getting my hands on some image rec's to see what the dmg rating vs. lock timer is.
ZinaTheMaker
Tue Nov 09, 2004 4:34 pm
#36
Nacoa wrote:
Corrections:
-You might want to take out the claim that the 'vette can not be soloed without an exploit. I soloed it without an exploit. As an Imperial, I could use bomberstrike to distract the gunners on the gunboats and vette. I died 3 times during the mission, but I was able to kill it by myself.
-There are 8 turbolaser batteries on the 'vette, numbers 0 through 7.
0 through 3 are on the "top" side of the vette, in the area that has a diamond cross-section.
4 and 5 are turrets on the top and bottom just behind the bridge.
6 and 7 are turrets on the sides of the 'vette just in front of the engine area.
-When I tried to call a bomber strike on the 'vette itself, I always failed. Instead, I called a bomber strike on one of the gunboats. That way the bomberstrike was still able to distract all the gunners while I shot up the 'vette and gunboats.
General Tips:
-Before you start your attack run at the 'vette, type /waypoint. That way if you do die, you know about where the 'vette is when you come back.
-If you use a joystick, map "Target closest enemy player" to a button on your joystick. Hit this button periodically to see if you're about to be ganked.
Some tips for those who use their guns to destroy the 'vette:
-Disable the engines on the gunboats, then let the 'vette pull away from them.
-Move fast. The gunners have a much harder time hitting you. And by fast, I mean like around 1200.
-Always use your booster when you're pulling away from the 'vette until you have destroyed it's weapons. You need to get more than 1000m away from the 'vette to get out of range of all of the 'vette's weapons.
-Try to find the 'vette that matches your faction first. Use it to get a close look at where you're going to be aiming when you attack the enemy 'vette.
-Missiles can damage any component from any angle. With your blasters, you can only damage a component from a particular location.
-Don't be afraid to get very close to the 'vette. If you are, fewer of it's weapons can shoot at you since they are blocked by the 'vette itself.
Weapons:
-To kill a weapon, you have to have a direct shot at it.
-Go for weapons 0 through 3 and 5 first. These are all close together, so it's easy to hit more than 1 in a single pass.
-You don't have to have a particular weapon targetted in order to destroy it with your guns. You just have to know where it is.
-You need as strong front shields and armor as possible.
-Weapons 6 and 7 appear to only be able to shoot forward. I've never been hit by them when attacking from the sides and rear. Because of this, leave weapons 6 and 7 for last.
-The weapons are relatively exposed and fragile. Any NPCs in the area are likely to knock out some of the weapons for you.
Shields:
The shield generators are located at the front of the diamond-shaped area of the corvette. These can only be damaged by your guns from an arc in front of the 'vette, extending a little bit to each side. Since the 'vette is still moving at this point, they can be hard to target.
Engines:
Located in the obvious place. They can only be damaged by your guns shooting directly into the exhaust of the engine.
Reactor:
Use the targeting recticle to see which side of the 'vette the ship is on. You can only damage the reactor by shooting from directly above it. Imagine a line through the main axis of the 'vette, you have to be perpendicular to it.
Bridge:
Can only be damaged by your guns from the front. You have to shoot through the window.
will update soon. good info, thanks
Ebonfire
Tue Nov 09, 2004 7:12 pm
#37
your guide is wrong at the 45 minutes.. ours stayed only 35. We had one weapon left at 60%, and the other systems were coming down also when the thing jumped. I timestamped when the thing spawn, and when it left. 
BobaStarrunner
Wed Nov 10, 2004 1:38 am
#38
Brainplay wrote:
Question: Is there any difference in the damage caused by different types of missles. Wouldsesmic be better than protons? What about image rec? What about concussion?
I found the following information about the different types of missles in Zigmund's Shipwright Guide:
styx66 wrote:
Missiles
- Concussion Missiles
- Highly effective versus shields, does zero amage to armor.
- Comes in Mark I, II, III (Levels 2, 5, 8) variants.
- Image-Rec Missiles
- Advanced missiles with advanced targeting system
- Tracks longer than standard missiles and avoids standard countermeasure systems.
- Equally effective versus shields and armor.
- Comes in Mark I and II (Levels 4 and 6) variants.
- Proton Missiles
- Lightweight missiles, which allows the pilot to carry more in his arsenal
- Moderately effective versus shields and armor.
- Comes in Mark I, II, III, IV (Levels 1, 3, 6, and 9) variants.
- Seismic
- Highly effective versus armor, weak versus shields.
- Comes in Mark I, II, III (Levels 3, 6, 9) variants.
- Space Bomb
- High yield missiles that are slow and bulky.
- Easily deterred by countermeasures and lose track easily.
- Effective versus capital ships and slow moving/unaware ships.
- Comes in Mark I and II (Level 5 and 10) variants.
ZinaTheMaker wrote:
Update Notes:
10/5/04: Added tips for imperials on destroying the corvette (curteosy of Draconicius
10/7/04: Added information about a static spawn waypoint for the imperial corvette (the one the rebels have to destroy)
Don't you mean 11/5/04, and 11/7/04? - November is the 11th month of the year.
ZinaTheMaker
Wed Nov 10, 2004 11:03 am
#39
updated a few categories to reflect user input. thanks guys and girls, keep it coming.