Pilot Archive
Thread: PvP Individual Tactics Collection
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.
Thought it wouldn't be good to be giving false information...
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
Message Edited by Kitten_Starsider on 04-24-2005 03:43 PM
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.
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.
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
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