Pilot Archive
Thread: PvP Individual Tactics Collection
Ramona_Garcia wrote:
I'd not use griefing tactics (decay on engine) in pvp. You might end up drive pilots away, and in the end, be left without anyone to fight. Aiming for the reactor miht be acceptable, since most people use crafted ones these days, but aiming for the engine? That's too low outside Deep Space to have a place in this thread, and I sincerly hope no pilot on Starsider will stoop to such griefing.
I do target reactor on small ships, mainly due to the following:
1) Crafted reactors are quite acceptable for the small fighters.
2) Looted Cert 1 and 2 are easy to come by and get RE'd
3) I have seen zero small reactors with "bragging rights" stats. A few quite good ones, but...nothing spectacular.
4) Reactors of this level typically have almost no hitpoints, so a disable is fast.
Targeting engines...never. I know I would hate to see my engines get targeted, and the biggest reason is not even that. If I take out the rebs engines to a point where they can't use them, my competition gets slower, less manuverable, and the fight gets less fun. Chasing people away is also a concern, and I do not want to see people shy away from our events because they fear additional decay.
The other thing, iftargeting Reactorsis decided to be griefing on SS and in the events, *shrug* I stop. It does not take that much extra to do it the conventional way, and honestly, I am in it for the fun, not to ruin others fun.
Ramona, if this is a concern, I would suggest adding it to the PvP mails you send out as I know several Imps use the reactor tactic, and I am fairly certain most would not mind stopping it ![]()
Most of the PvP on wanderhome is Deep Space so there would be no decay.I know Starsider probably has some overt pvp in normal space zones which they should know flying overt and getting destroyed would incur decay so they really should know what they are getting in to, shouldn't they?
Ramona_Garcia wrote:
I'd not use griefing tactics (decay on engine) in pvp. You might end up drive pilots away, and in the end, be left without anyone to fight. Aiming for the reactor miht be acceptable, since most people use crafted ones these days, but aiming for the engine? That's too low outside Deep Space to have a place in this thread, and I sincerly hope no pilot on Starsider will stoop to such griefing.
Because I want them to go overt again, simple.
Ducimus wrote:
*shrug* hey i said targeting someones engine was unethical -but it's a tactic non the less in my book. Their the enemy, They know the risks, they went overt, why should you care?
Alyxian wrote:Because I want them to go overt again, simple.
Ducimus wrote:
*shrug* hey i said targeting someones engine was unethical -but it's a tactic non the less in my book. Their the enemy, They know the risks, they went overt, why should you care?
I think im different in that just the thrill of a fight isnt enough for me. I want to achieve something, I want something worth fighting for and worth holding onto. I wont be going overt for awhile because of the lack thereof.
But i acknowledge that im different in this regard, for most people the thrill is enough.
ok, enough off topic stuff, on to tactics.
one thing i have not seen mentioned yet is the freelance epulse skill. /epulse3 is VERY dangerous. if you close to withen around 200m or so and your opponent hits the button, your dead; end of story. its the space "i win" button. the only tactic i know of to beat this with is to go agianst what everyone else says and try for a head on shot. thankfuly, the freelance ships are very easy to hit. its really simple and easy to do, just throttle back to almost nothing, and let the target come to you. by sitting still, you halve the closure rate so you get a few extra shots to land a hit. go for the reactor; if you take out their reactor, they cant pulse anymore. hitting the engine will still leave the cap and shields powered, so if they drift into range they might hit the button and take you out with them. i would suggest using shield adjust front heavy or extreme to give you a little extra protection in case your target lands some blaster hits, but usualy they are much more concered about making it to you alive to use the pulse and will be jinking instead of gunning for you.
and now a bit on taking the A-wing in a dogfight.
the a-wing is pretty well matched to the t/i and t/a as far as manuverability, so most of the time you will be flying in circles and taking pot shots that are pretty much head-on due to slipping, with both of you having a shot at the same time. trying to hit an awing like this is VERY hard. with the randomness of an online game's netcode, its really a matter of luck as much as it is skill. one thing i like to do is when turning hard to bring my guns to bear, i will pass up my shot and keep turning as hard as i can, overshooting the target. if your enemy holds their turn, then you will come in right behind and a bit to the outside when you line up agian, giving you a perfect shot right up their tailpipe. not only do you have a much better chance at scoring a hit shooting from behind, but most awing pilots focus on putting the protection up front, flying without rear armor and sometimes using shield adjust front leaving them with a weak rear-end begging to be shot off.
Message Edited by S-1-l2-H-C on 04-25-2005 11:36 PM
Message Edited by S-1-l2-H-C on 04-25-2005 11:42 PM
Yeah, and for the same reasons, we ignore it. People get ganked, they don't play anymore..."tactics" for griefing...we don't do, which is why JTL is alive and kicking on StarSider
Ducimus wrote:
blockading deep space stations. Every overt pilot who's traveing too deep space or kessel MUST pass through there. Its a chockpoint. If you want to deny kessel/deepspace to the overt enemy, if you want to control those sectors, you stop them THERE. But im sure folks on starsider knew that a long time ago
Message Edited by Kitten_Starsider on 04-26-2005 02:22 PM