Pilot Archive
Thread: Awing Vs Oppressor.... is it madness
JediNg
Fri Apr 22, 2005 4:16 pm
#27
Indeed. You just need to collect loads and loads of looted parts. For instance to this date i cannot find a level 8 weapon under 24000 mass. except for the one i have that is 23.7k mass. Just small stuff like that goes a long way. I found a level 8 engine with 1396 reactor energy drain which i thought was exceptional as well.
LeaphChausew
Fri Apr 22, 2005 5:17 pm
#28
Hi.
I justspent the last hour or so dueling Norram in various parts of Deep Space trying to 'dodge missiles'.
The first time ended in an explosion shaped like erm..me hehe.
Second time, I lured him to the ISD and he fired and I got round them. Our observer [Growken] noted that two of them simply smashed into the ISD because I was hugging the surface and the last overshot me, whirled round while I was whirling, then too smashed into the ISD.
Third, fourht and fifth time round we dueld slap bang in the centre of DS and those times I got round two, but one always caught me up and half disabled me.
Usually...one IR missile would disable me totally but that one simply wasted my cap.
Do you think their damage is less if they just get a glancing blow on you?
Anyway...I'm continuing to work at it but the conclusion im drawing to is yay..it works sometimes but realistically in a competitve setting, I won't be relying on it as I cannot do it everytime.
Hehe...the last time we did it, I was carrying standard chaff. Kitten is right, it does work...in fact it works amazingly well
.
I'll continue my quest for discovering outlandish tactics of doom and will still fraps this dodging thing just to show it is possible and so people can go 'ooh...pretty A-wing wasn't smashed to atoms' 
-Peace be with you...except for when you're at war, or listening to music.
Col. Leaph Chausew.
Ducimus
Fri Apr 22, 2005 6:57 pm
#29
my random comment:
Personnaly if im flying an oppressor, it really doesnt matter to me if i can get missle tone at long range or short range - i do infact prefer to get in a turning fight with my opponent in an oppressor.
Primarly because with the right engine, with proper throttle, a T/O can turn faster than you'd think. It's what i call "turreting". Meaning, if you can picture your ship as a revovling gun turret. Your target just flies loops around while your compartivley stationary just drawing a bead on him. But other than that, at short range, you really dont have much of a chance to chaff.
Engine is key, but doubly so for an oppressor. A T/O at a minium should have a 74+ YPR engine, to acheive 1.3 YPR on its turn radius -where as most light fighters are using L6 engine, and at best or normally doing 1.2 YPR.
Personnaly if im flying an oppressor, it really doesnt matter to me if i can get missle tone at long range or short range - i do infact prefer to get in a turning fight with my opponent in an oppressor.
Primarly because with the right engine, with proper throttle, a T/O can turn faster than you'd think. It's what i call "turreting". Meaning, if you can picture your ship as a revovling gun turret. Your target just flies loops around while your compartivley stationary just drawing a bead on him. But other than that, at short range, you really dont have much of a chance to chaff.
Engine is key, but doubly so for an oppressor. A T/O at a minium should have a 74+ YPR engine, to acheive 1.3 YPR on its turn radius -where as most light fighters are using L6 engine, and at best or normally doing 1.2 YPR.
JediNg
Fri Apr 22, 2005 7:32 pm
#30
That, is the reason why i do not prefer a prenerf reward engine, over a post nerf one 
Lepr0n
Sat Apr 23, 2005 3:07 am
#31
As for when Wo3 gets fixed and the supposed energy demands.. (this is getting a bit off topic i know... )
someone suggested a while back that the way Wo3 is bugged now is that it acts like (Wo3+weapontuning3)
this doesnt really hold water if you actually use less power with Wo3 than without it though... the reactor drain should be unchanged if that was accurate. (first devided by 0.3 and then multiplied by 0.3...)
anyway... after Wo3 gets fixed what we really need to hope for is a power setup that does not leave us with a disabled droid interface and we might have to start running Weapontuning 3 or 4 before running our preferred overload to keep the reactor drain within sane levels...
weaponoverload 4 + weapontuning 4 would put damage and cap drain at 1.8x the normal value and would leave reactordrain of the weapons at normal value. damage = ((100%+200%)*0.6)
When its fixed Wo3 + weapontuning 3 would put damage and cap drain at 1.75x normal and reactordrain would be normal.
((100%+150%)*0.7)
Kitten_Starsider
Sat Apr 23, 2005 3:23 am
#32
I doubt you can run Weapon overload and weapon tuning at the same time.
Imaridril
Sat Apr 23, 2005 3:30 am
#33
Well, Kitten and I ran some more experiments with missiles vs. an A-wing in Deep Space.
First off, Image Rec II missiles CANNOT be outran. Even with her flying directly away from me, and me waiting until she was at max range to fire, my Image Rec II missile ALWAYS caught up to her in less than 5 seconds. And this was with her running EO4 on a pre-nerf level 6 engine and using her booster.
Secondly, no matter how hardshetried, she was unable to use me as an obstacle for my own missiles. I was flying a Firespray, and I was staying parked, but even if she flew straight through me with my missile on her tail, the missile would still catch up to her and hit her everytime.
The only positive thing we saw for the a-wing was that if she jinked excessively right after the missile was launched, she could get the missile to go through a few erratic turns before finally homing in on her. This bought her an extra second or so in which she could have used chaff.
Lepr0n
Sat Apr 23, 2005 11:20 am
#35
Kitten_Starsider wrote:
I doubt you can run Weapon overload and weapon tuning at the same time.
You could be right... since both programs effect the same system component.
But at least it would give the tuning programs a purpose, they sure are useless now.
one possible way to test this would be to use overload & tuning level 2 on a ship with a tight enough power configuration that running Wo2 only would disable some parts. (levels 1 and 4 would work too)
if everything works as intended after Wt2 + Wo2 then the programs can coexist, if the systems get disabled then its clear that running Wo2 wipes the effects of Wt2.
I might try this once i get my B-wing flying... im grinding trough rebel squadrons now and while I'm very curious to test this i dont think i will find the time until I'm master again 
LeaphChausew
Sat Apr 23, 2005 1:22 pm
#36
I know missiles can't be outran. Didn't you see my post way back on page one?
It isnt amatter of outrunning and this is exactly why people havn't managed this trick before.
It isn't about speed.
Its all about acceleration and timing and no not just acceleration from engines and boosters, but from turning. A body which is turning is always under acceleration [Circular motion 101 to all those physics geeks out there like me]
And aye, your craft cannot out turn a missile parsay, however [did I just make up that parsay word? meh, whatever hehe]..as I was saying, timing has much to do with it, if not everything to dowith it.
YOU DO NOT TURN -AWAY- FROM your opponent as this just lets missiles accelerate more over the further distance you are creating between you and it.
As I said, turn -around- the guy firing [i.e at close range].
As I also says, this isn't ever going to be a 100% working for sure tactic..its just too hard to get the right circumstances, however when I have tried it under perfect circumstances it has worked and this week, yes this week, I'm recording it, putting it on a website and then linking it to here.
I know what people are saying though. Instinct is to evade by getting as far away as possible, but if anyone else tries it...overcome that instinct and turn to face the missile trying to let it streak past you as you boost.
LeaphChausew
Sat Apr 23, 2005 1:28 pm
#37
Also yeh..I never said the opposing player was an obstacle for the missile to hit.
The opposing player provides like an 'axis' point to pivot around.
Also, I happened to mention that I think the pre-nerf engine wouldnt work to dodge them because you are running what about 70 r,p,y which is good...don't get me wrong but at WAY faster than me with my post nerf engine so my turning circle is going to be tighter.
Blah...I see people are not believing me even though I have stated witnesses.
Just wait for the proof.
Kitten_Starsider
Sat Apr 23, 2005 2:11 pm
#38
Imaridril was reffering to another post by 1st_Viduus in a tactic gathering topic that i opened some days before you posted this thread. It also discusses this match up and how to counter missiles but tries to keep it in a larger frame.
I assume Imaridril thought it would be an informative addition to the thread to say that other tactics for totally avoiding missiles don't work out either.
Kitten
EDIT: uuups
Message Edited by Kitten_Starsider on 04-24-2005 03:43 AM
Ducimus
Sat Apr 23, 2005 2:34 pm
#39
Kitten_Starsider wrote:Imaridril was reffering to another post by DucimusKitten
Eh? what i do? Im a little slow today.