Pilot Archive

Thread: PvP Individual Tactics Collection

ProCambarus
Sun Apr 24, 2005 7:56 am
#27

Not going to argue as there are more potential setups to a fighter with the mass of an X wing, my impression is that PVP at least as or more around balancing energy than mass (think of overloads and energy needs). Strangely reactor energy drain tends to DECREASE with higher tier loot weapons, similarly with capacitor energy demand. Looking at the logarithmic mass increase of reactors with power output and heavyer burden on capacitors, hence probably heavyer capacitor needed more often than not the gained added firepower is not proportional with the sacrifice on reactor energy and caps. All this is a matter of available equipment, though.
Based on the percentage of clean shots from all 4/6 blasters, that tends to zero against a small agile fighter the added firepower supports the 3rd weapon less then the added spread, which is a real advantage, though.



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Slysix
Sun Apr 24, 2005 10:51 am
#28

General Tactic


Presenting the lowest profile


Most fighters (exept Ties and Firespray) have a larger cross sectional profile whenapproached from the top or bottom. The side profile of a fighter is much smaller. A proficent pilot will learn to present the smallest profile to a hostile target. Fighters in the game have equivalent base yaw and pitch rate so it doesn't matter whether a fighter yaws orpitchestobring guns to bear. Use in combination with the radar when taking fire androll the ship to provide the smallest profile while at the same timerandomly changing delta V at all times.

1st_Viduus
Sun Apr 24, 2005 10:58 am
#29

Updated my first post in this thread.
Thought it wouldn't be good to be giving false information...



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Kitten_Starsider
Sun Apr 24, 2005 12:47 pm
#30

Now where do i best put this... hmmmmm...


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Remilliod
Sun Apr 24, 2005 2:22 pm
#31






Kitten_Starsider wrote:



I possible keep it to tactics... We have a lot of threads discussing loot and equipment of each ship and it takes a lot of space. If you really /have/ to state it to explain a tactic that would not work otherwise please try to state it briefly.

If we start to argue about they ways to outfit a starship now this thread will blow up quite a bit






Sorry Kitten.


Heres some X-wing tactics against oppressors (I seem to have met a lot of these in DS recently):


First of all, Its best to know if your opponent is packing 3 IR2s or has gone for the big guns. The only way to know this is if you have fought them before and know their loadout. (Of course they might change but thats what makes PvP exciting)


Against oppressors with no missiles and large guns:

The best thing to do against these guys is boost towards them at an angle while corkscrewing and pulling all sorts of defensive jinks. The aim is to get behind them while not taking a hit from thier guns. When you're behind them its time to start the close in dogfight at attack speed (65 percent).

Try to make it hard for them to line up their guns on you. They have more momentum and have a harder time changing direction than you so dont be lulled into a 'circle each other battle'. Use your better pitch and roll stats to your advantage.


Against oppressors with 3x IR2s:

You need to kill these guys before they can launch. That means you need to kill them before you get in range to dogfight. Thats the bad news.

The good news is they are probably only packing 2 Lvl8 guns to free up the mass needed for their IR2s. Also, being an X-wing, you can beat 2 lvl8guns for firepower. The X-wing has a smaller nose on profile as well which will work to your advantage.

Basically youre gonna need to joust these guys. Put out as much firepower down their throat as possible. And hope they havent lined up well on you.

If you see them firing back you might want to consider doing a quick jink and then firing again. If you see them spiralling and jinking just try to hit them as soon as possible.

This is one area of PvPthat an X-wing is possibly better than an A-wing. Putting down missile oppressors. If you get good at it, they will avoid you like the plague.


Against an uknown opponent.

Difficult this one. Against an uknown I usually do the following:

Head towards them at attack speed. At about 600 I fire off two or three volleys right at them. I then do a big jink and line up again to fire.

If they are headed towards you with blasters going you might kill them with the first volley while their return fire passes harmlessly over your head. Obviously this takes some practice to get right.

If they dont get hit by your first volley, they will have had to evade, so you probably have time to line up another few shots before they can launch. You will probably only get to fire off two more shots here before either you get behind them, or they manage to launch. So the key is accuracy.


Things that will help fight an oppressor:

Make sure you have a good engine in case you make it into a dogfight. Oppressors can turn deceptively well for a big ship.

Get your reward shield RE'd. Use front adjust medium to make the front shield 3800 or so. Use good front armour, forget rear armour. These two tips will help you survive a single hit. Not always but often. Make sure you take your single hit but dish out much more!



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Kitten_Starsider
Mon Apr 25, 2005 12:17 am
#32


Hmmm... Viduus i am quite sure that I saw missiles detonate at the player that shot them but i was hit by it afterwards anyways (even if there was no visible effect).


And Pro... please stop giving me compliments like that

Thanks a lot for the great post though


I possible keep it to tactics... We have a lot of threads discussing loot and equipment of each ship and it takes a lot of space. If you really /have/ to state it to explain a tactic that would not work otherwise please try to state it briefly.

If we start to argue about they ways to outfit a starship now this thread will blow up quite a bit


Thank you,

Kitten

Message Edited by Kitten_Starsider on 04-24-2005 03:43 PM



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Alyxian
Mon Apr 25, 2005 12:44 am
#33






Remilliod wrote:





Salco wrote:
I'm not going to get into a debate about equiping, especially as I don't even use an X-Wing any more. I'll just say that I used two crafted level 7 Blasters with base damage, but 0.27 recharge. The speed definitely made up for the less damage, and being able to out-turn other ships and take more damage was much more important to me than doing just a tad more damage. 'Nuff said, end of story.






Actually Im using a lvl10 engine on my X-wing these days. Which is 84ypr and 99 speed. And I still use all three weapon mounts. Add that to my lvl8 reward shield and I would love to know how your X is quicker or better in defense than mine.


My point is whatever mass you have left to use for weapons, it is best to use all three mounts. I have a lot of experience in an X-wing and this is always the case. Im sorry if you dont think so, but as you are using crafted weapons, I doubt if you are even reaching 1/3 of the X-wings potential.


The higher firing rate is offset against less damage and less Vs shield and armour. Also crafted weapons have huge power needs. They are generally inferior to RE'd weapons in almost every way. Thats probably why you were having trouble fitting 3. Go to RE'd weapons and its a lot easier.


And you shouldnt be getting all shirty about receiving criticism. If you dont use an X-wing you shouldnt be posting in the PvP advanced tactics thread anyway.






And this very type of debate is what makes space PvE and PvP so much fun. Lots of good pilots doing what pilots do best, bragging of course , and both are right because it works for them. Seems there is no real "composite armour" in space, which makes it diverse and a ton of fun!


Oh, and on the T/A v A-Wing, I had a lot of A-Wing pilots surprised I was packing IR's last night I had to drop my armour completely to do it, but it seemed to work out well.





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Kitten_Starsider
Mon Apr 25, 2005 12:49 am
#34

Oh sorry Viduus... I did not read your updated post correctly. I agree with everything you stated


Everyone, please forgive me that I modify your posts a bit, like adding paragraphs and modifying headlines to keep the format of the post. I will also try to keep to the relevant information. I hope this doesn't change the posts too much (especially for you Vid, as you changed your statement ).


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Kitten_Starsider
Mon Apr 25, 2005 10:38 am
#35

good stuff!


Already looks a bit more complete


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Ducimus
Mon Apr 25, 2005 11:38 am
#36

Don't know if someones brought this up already.

But...


The quickest way to ruin an imperials day, and remove him from the fight for a little while is acutally to destroy his reactor and let him drift. Most imperial ships that are not running EO4 will probably have a MK 1 reactor in it. With EO4, a MK III reactor. Both reactors are lightly armored. It doesnt take much blaster penetration into a ships subsystems to take it out. With a reactor disabled, an imperial pilot has two choices. Drift and wait to die, but if no one kills him, hes out of the fight even longer, or eject and take double the wounds and BF, which can make for some lengty stays in a cantina and hospital, which also later removes him from space.. just later


With rebels, since they have /vrepair its not as a viable tactic. Although i will go after their reactor for a quick disable, then come back around to finish them off.


With any faction, if you want to be evil, while not in deepspace, go straight for their engine. Its the most vital component and decay there can really suck. Altough this is more or less an unethical practice.



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TomoRainer
Mon Apr 25, 2005 11:42 am
#37

Dirty pool, Ducimus. Dirty pool.







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Alyxian
Mon Apr 25, 2005 11:48 am
#38






Ducimus wrote:
Don't know if someones brought this up already.

But...


The quickest way to ruin an imperials day, and remove him from the fight for a little while is acutally to destroy his reactor and let him drift. Most imperial ships that are not running EO4 will probably have a MK 1 reactor in it. With EO4, a MK III reactor. Both reactors are lightly armored. It doesnt take much blaster penetration into a ships subsystems to take it out. With a reactor disabled, an imperial pilot has two choices. Drift and wait to die, but if no one kills him, hes out of the fight even longer, or eject and take double the wounds and BF, which can make for some lengty stays in a cantina and hospital, which also later removes him from space.. just later


With rebels, since they have /vrepair its not as a viable tactic. Although i will go after their reactor for a quick disable, then come back around to finish them off.


With any faction, if you want to be evil, while not in deepspace, go straight for their engine. Its the most vital component and decay there can really suck. Altough this is more or less an unethical practice.





FYI, the reactor trick works via A-Wings just as good Hell, most pilots I know that are in the smaller ships...



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Ducimus
Mon Apr 25, 2005 11:50 am
#39



TomoRainer wrote:
Dirty pool, Ducimus. Dirty pool.




Well, its war, and i fight to win, no matter what

Disabeling and letting imps drift is actually good tactical sense - and if i were still an imp pilot id never admit to it . But, It keeps down the frequency of reinforcmenets so you can get the tactical upper hand in an area by attrition.



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