Pilot Archive

Thread: The 'vette: a study in absurdity

Ratape
Sun Feb 20, 2005 7:22 pm
#53


1st_Viduus wrote:
When the Admiral gives you the mission, he does in fact "suggest you assemble a team".





Finally got 7 people together and beat it tonight. Thanks to Guppytune, Amadis'stone, cracker-jack, zekren, and anyone else I forgot to mention. Only took 3+ weeks too.

The only part of the vette that happens to be difficult is the escort and getting the group together. They do need to do something to make it easier for players to get a group together though. I am sure some players just can't get the number of people required to take on the vette. I do think there should be a creative solution for that. I like 1st_Viduus's initiative of finding pilots who will help, but I must admit the list is rather pathetic. I'm sure there are more pilots out there who can help.

I just don't like any parts of a game that is designed so only a large group of people can take out something that is neccessary for game progression. I didn't like it in FFXI, and I don't like it here. It only penalizes people who can't get a group together, and I'm sure there are those out there who have a play schedule where it does not allow them to get a group together.

Message Edited by Ratape on 02-20-2005 06:25 PM



Fernishku Dirakeen
Master Marskman
Master Pikeman
Pistoleer 0\0\4\0
Bounty Hunter 4\0\0\0
Ace Freelance Pilot
Lowca
BeakerMike
Mon Feb 21, 2005 5:07 am
#54

So far I've done both the Rebel Vette Mission and the Imp Vette Mission and thus far here's my findings.


Going after the Rebel Vette is ALOT easyer then the Imp due to a few things.


The first being the fighter spawn, besides A-Wings your hitting the norm Rebel Fighters, X-Wings, Y-Wings and B-Wings. A-Wings do have the small size and speed, however a few hits on there engines and there gone. Freelancers have somewhat of an easyer time with the A-Wing namely due to there ships having 3 gun mounts. Tie Pilots have a tad more speed then the big heavy Freelancer tank ships. X-Wings, Y-Wings and B-Wings at this point are easy. Y-Wings due to there big size, X-Wings fall into the same boat, and can take less of a beating then the Y-Wing. And the B-Wing, once you get behind it is easy as hell.


Next are the Rebel Gunboats, unlike the Imp Gunboats the Rebel ones don't have the insane amount of guns that there Imp counterparts do. Hell after taking out just one gun on the Rebel Gunboat, they can be easy as hell.


Anyhow we did the Rebel Corvette with two Tier 4 Freelancers, and a Freelance Ace. The Fighter's where taken down in less then 5 mins, the Gunboats well we just took out the guns on them. As that was going on we where able to have one of our pilots (me in this case) go after the Vette guns. Time it took, about 20 to 30 mins we all got blown away about 2 times.


Now I went Smugglers guild and did the Imp one and the Imp one is next to insane.


First off your getting a good deal of Tie's. Again you get the most norm Tie's, Tie Fighter's, Interceptor's, Advanced and Aggressor's. Where Freelancer ships are the spacetanks of jtls, and Rebel ships are in the middle. Tie's have there insane speeds and can be hard to hit. And the Aggressor right now with the NPC ships hitting about 95% of the time can be hard. I've found I've got to hit the rear guns before anything on them. Those rear guns chew up shields and armor in no time, and again with the NPC's hitting almost all the time and your watching your shields drop your going to pull away or keep blasting.


In this case with 8 pilots, 4 Freelancers (3 Ace's 1 Tier 4) and 4 Rebel's (2 Ace's 2 Tier 4's) we got owned, we where able to get the mission done and all our Tier 4's up to Ace. However this took ALOT longer due to a few things.


First off along with the Fighters the Imp Gunboats are next to insane at Tier 5. Namely due to the NPC ships hitting about 95% of the time. And due to the amount of damage they deal, shields they have and how many guns they have. Anytime we tried to lead the fighters away both along with the Vette blasted anyone that came near them. This time around we ingored almost everything, taking out the Vette's shields then Engines first namely due to time. Took out the Fighter Spawn next, and let the Gunboats stay on there path, namely ingoring them big time. This time around almost everyone died about 6 times if not more due to lag. Not only that 3 of our ace pilots of have done the vette a good deal said that the best number to do the Imp Vette is about 12 to 15.


Not only that almost all our Tier 4's have been looking for help for this mission for more then a month. Granted at the time we did it was right around Xmas, World of Warcraft and lord knows what. Even now with the way the game is set up it's still hard for Tier 4's that are Rebel or Smugglers Guild/Corsec to do this mission. Namely due to pilots that can or want to do it, or times...


At this point the Vette mission needs a few fixxes,


The Rebel Gunboat needs to be beefed up, or the Imp needs to lose a gun or two. I know "But the rebels use older ships and..." Well we could go on about that for hours, however I'd take on a single vette alone before facing an Imp Gunship. Hell I've watched a Tier 4 Imp Gunboat take out 4 Rebel Ace Pilots in no time. Not two, just one Tier 4 Imp Gunboat... That's just insane...


The Insane NPC's hitting 99% of the time needs to go too. I mean granted I can understand a crew could be used to dealing with fighters coming after them. Or an NPC Tier 5 knows where to shoot most of the time... However the every shot hitting is just too too much. Hell I've pvp'd a few times in my DuneLizard with both me and the other guy not getting a hit for a good min. That doesn't make us bad pilots, in a dogfight things can go that way.


Repairing, after that mission to blow the hell out of the Imp Vette was done I think I racked up about 40k in repairs if not more. And Dath Station loves doing this "Sorry we can only repair you by 75%". That needs to be changed, making getting blow away in Kessel like Deep Space. If your going to keep it repairing at 75%, namely free. If not let a pilot getting killed in Kessel repair his ship 100%.


Rewards all who helped. Don't just drop a few credits or faction points into everyones lap for killing the Vette. Give all who helped some kinda reward. Maybe give all who helped another Ace Jacket or Helm... Or give someone a part to a Firespray (before you start screaming "KEEP THE FIRESPRAY RARE!" it would make a good reward item.) Or depending on the mission one under takes give him a chance to learn about flying that factions fighter. None of the Ace Fighters, lets say a Freelancer Ace helps a Rebel get done with a mission, he gets a chance at learning on how to fly a X-Wing or the like. Namely something that would make a few Ace pilots really wanna go help someone do there Vette mission.


I think all of us pilots understand, this is a mission you 'need' a group for. And this is a mission that shouldn't be a nightmare for anyone that has to do it, or can help to do it.



Ashen Katarna
Ace Rebel Pilot
GregorianPipes
Mon Feb 21, 2005 7:04 am
#55



BeakerMike wrote:
The Insane NPC's hitting 99% of the time needs to go too. I mean granted I can understand a crew could be used to dealing with fighters coming after them. Or an NPC Tier 5 knows where to shoot most of the time... However the every shot hitting is just too too much.





Couldn't agree more. I won't even go after Aggressors anymore. My 1700-2800 blasters just won't take down the shields and rear turret fast enough on a tier 5 before my front shields and armor are gone. Even with front shield adjust heavy I end up getting burned more often than not when attacking tier 5 Aggressors. The turret accuracy needs to be decreased, no question about it.

On the vette though, I'm 4/4/3/3 right now, and I'm already planning my vette run. I've got my Longprobe more or less outfitted the best I can for that mission. I'm just hoping I can find a big enough group to take it on.

Currently I'm looking to join a guild that mainly has JTL players so its easier to find people to group with.



Gregorian Pipes - Rebel Ace Pilot - Bloodfin
"The Edge...there is no honest way to explain it because the only people who really know where it is are the ones who have gone over." Hunter S. Thompson (1937-2005)
Zade_Taerin
Mon Feb 21, 2005 7:46 am
#56







GregorianPipes wrote:





BeakerMike wrote:

The Insane NPC's hitting 99% of the time needs to go too. I mean granted I can understand a crew could be used to dealing with fighters coming after them. Or an NPC Tier 5 knows where to shoot most of the time... However the every shot hitting is just too too much.







Couldn't agree more. I won't even go after Aggressors anymore. My 1700-2800 blasters just won't take down the shields and rear turret fast enough on a tier 5 before my front shields and armor are gone. Even with front shield adjust heavy I end up getting burned more often than not when attacking tier 5 Aggressors. The turret accuracy needs to be decreased, no question about it.

On the vette though, I'm 4/4/3/3 right now, and I'm already planning my vette run. I've got my Longprobe more or less outfitted the best I can for that mission. I'm just hoping I can find a big enough group to take it on.

Currently I'm looking to join a guild that mainly has JTL players so its easier to find people to group with.





SUGGESTION: Remove all of your Rebel Programs, they have limited use. I'm a Rebel and have no Reb programs in my droid anymore. Load up Reactor Overload 3, Engine Overload 3, Cap Overload 3 and Weapon Overload 3 plus Capacitor to Shield Shunt 4. Cap-to-Shield is a life saver, especially wiht Cap Overload 3... I have a 14.7 Droid Interface on my Y-wIng LP, takes all of about 12-15 seconds before I can activate Shield Shunt 4 again. With the high Cap refill you won't even notice. Your shields will recharge like magic.. and it's working exactly as intend... and it Works like a charm.


As for Aggressors.. hint... if you can't take them from behind take them from the front. Target Weapon0, head on approach, open fire, as soon as you get past the Aggressor hit boosters and jink back and forth... once you break 650 distance, turn around with throttle set to low and prepare for another Jousting approach...repeat (NOTE: the Aggressor likes to Joust). Once the rear gun is down the Aggressor is harmless... approach from the rear. If the turret is causing you problems then there is the simple answer, don't get behind it...



It's too bad you weren't on Kettemoor, my CFA flight group has become pros at taking down the vette and the ISD. We pretty much can take out both of them solo but we tend to fly in a wing of 2-4(alot of times Overt)when it comes to assisting others with the mission. Wecam take out the vette, it's fighter escort and the gunboats in under 5 mins without loses and no damage to any of the craft. Taking down the vette once you've done it a number of times gets to be an art... the vette is a practice in tactics and a hint, the turret guns can be dodge... simply move out of the way as they come up at you... just move back and forth... and always attack from the bottom.When Gun 5 is out there is nothing the vette can do to you when you approach from below. Therefore, your order of priorities... fighters, gun5, shield, secondary shield, engine, vette is dead in the water... let the gunboats float off... approach slowly from the bottom, gun 6, gun 7, gun 4, 3, 2, 1, 5... reactor, bridge, vette destroyed, track down gunboats that drifted (do the next group a favour and clear them out to ensure a quick respawn, the vette won't respawn until the despawn and all of the left over craft are cleared)... approach to 540-560m, match speed, open fire, gunboat can't return fire at that range, destroy one, destroy two... all done.

Message Edited by Zade_Taerin on 02-21-2005 10:01 AM




ZADE TAERIN - Crimson Fleet Alliance (-CFA-) - KETTEMOOR
- CL90 OFFICER (ELDER SQUAD LEADER) / ALLIANCE ACE (CFA-88) / CAPTAIN OF THE "NEMESIS" -
VF-88 MARAUDER SQUADRON "DO RIGHT, FEAR NOTHING"

Zade_Taerin
Mon Feb 21, 2005 8:36 am
#57






Ratape wrote:




Zade_Taerin wrote:





As for Aggressors.. hint... if you can't take them from behind take them from the front. Target Weapon0, head on approach, open fire, as soon as you get past the Aggressor hit boosters and jink back and forth... once you break 650 distance, turn around with throttle set to low and prepare for another Jousting approach...repeat (NOTE: the Aggressor likes to Joust). Once the rear gun is down the Aggressor is harmless... approach from the rear. If the turret is causing you problems then there is the simple answer, don't get behind it...







Only way taking them out from behind is even worth it is when you've got a kimogila or krayt. The three guns make it fast and you just need to drop up right behind them. While I agree the easiest solution as he said is just to joust them, I also don't like the fact that NPC turrets hit nearly all the time no matter how fast you're going or where you're turning. The only thing that works is jousting.



Even though I'm a Master I fly in a Y-wing LP almost all of the time and Tier 5 Aggressors are no problem from the rear. A 4.2k and 3.6k gun coupled with WO3 and CAP3 takes out Weapon0 fast and easy. When I was going up the ranks many moons ago jousting with Aggressors was the way to go.




ZADE TAERIN - Crimson Fleet Alliance (-CFA-) - KETTEMOOR
- CL90 OFFICER (ELDER SQUAD LEADER) / ALLIANCE ACE (CFA-88) / CAPTAIN OF THE "NEMESIS" -
VF-88 MARAUDER SQUADRON "DO RIGHT, FEAR NOTHING"

Ratape
Mon Feb 21, 2005 11:23 am
#58



Zade_Taerin wrote:


Ratape wrote:

Zade_Taerin wrote:


As for Aggressors.. hint... if you can't take them from behind take them from the front. Target Weapon0, head on approach, open fire, as soon as you get past the Aggressor hit boosters and jink back and forth... once you break 650 distance, turn around with throttle set to low and prepare for another Jousting approach...repeat (NOTE: the Aggressor likes to Joust). Once the rear gun is down the Aggressor is harmless... approach from the rear. If the turret is causing you problems then there is the simple answer, don't get behind it...





Only way taking them out from behind is even worth it is when you've got a kimogila or krayt. The three guns make it fast and you just need to drop up right behind them. While I agree the easiest solution as he said is just to joust them, I also don't like the fact that NPC turrets hit nearly all the time no matter how fast you're going or where you're turning. The only thing that works is jousting.

Even though I'm a Master I fly in a Y-wing LP almost all of the time and Tier 5 Aggressors are no problem from the rear. A 4.2k and 3.6k gun coupled with WO3 and CAP3 takes out Weapon0 fast and easy. When I was going up the ranks many moons ago jousting with Aggressors was the way to go.





Yah, it's the high damage guns that really make it easy. The Kimogila and Krayt get a bit of a break with that because they have more guns. For example I use 3 2.6k guns when I used my kimo, and I've got 4 2.8k guns in my krayt (of course one is unusable unless I have a gunner). One gun ships, as well as 2 gun ships with low damage would just find aggressors impossible to take out without jousting.



Fernishku Dirakeen
Master Marskman
Master Pikeman
Pistoleer 0\0\4\0
Bounty Hunter 4\0\0\0
Ace Freelance Pilot
Lowca
Vrond
Mon Feb 21, 2005 2:53 pm
#59

I watched a neutral pilot solo the vette. when it was over he asked me (rebel pilot) to repair him and I did (his name is WolfStar and he is on Ahazi)



Vrond Novawolf
Get onboard the Falcon kid this game is gonna blow
Ratape
Tue Feb 22, 2005 5:52 am
#60


Demeria wrote:
The vette is hard yes.... But seriously... fighters like me kill the vette for a living... On my server (Intrepid) I kill the vette on average 2-3 times a day.. Solo... in an A-Wing, without missiles... Seriously, I honestly think the vette is TOO easy.... Then again I've played twitch based flight games all my life... Go figure.

If your on Intrepid and need a vette run... Give me a holler! Names Oddity!




I think most of it has to do with ship and items. Especially since the hardest part is not the Vette itself, but the escort. Taking out the escort with an A-Wing would be much easier then say a kimo, or even a dunelizard due to manueverability. The lizzie is nice but an a-wing beats it hands down, and the a-wing dog fights par excelance. After taking out the whole imperial escort, you're home free.

Again though, the problem isn't so much that the vette itself is hard. It's the fact that now adays it is very hard to get groups together for some people. 1st_Viduus has tried really hard with his pilot helper list, but there aren't even enough helper pilots on each server to do a single vette run, unless they are very good at soloing it (I have yet to meet a Lowca pilot who can solo the vette, let alone without dying).

Message Edited by Ratape on 02-22-2005 04:54 AM



Fernishku Dirakeen
Master Marskman
Master Pikeman
Pistoleer 0\0\4\0
Bounty Hunter 4\0\0\0
Ace Freelance Pilot
Lowca
GregorianPipes
Tue Feb 22, 2005 6:03 am
#61



Zade_Taerin wrote:
SUGGESTION: Remove all of your Rebel Programs, they have limited use. I'm a Rebel and have no Reb programs in my droid anymore. Load up Reactor Overload 3, Engine Overload 3, Cap Overload 3 and Weapon Overload 3 plus Capacitor to Shield Shunt 4. Cap-to-Shield is a life saver, especially wiht Cap Overload 3... I have a 14.7 Droid Interface on my Y-wIng LP, takes all of about 12-15 seconds before I can activate Shield Shunt 4 again. With the high Cap refill you won't even notice. Your shields will recharge like magic.. and it's working exactly as intend... and it Works like a charm.

As for Aggressors.. hint... if you can't take them from behind take them from the front. Target Weapon0, head on approach, open fire, as soon as you get past the Aggressor hit boosters and jink back and forth... once you break 650 distance, turn around with throttle set to low and prepare for another Jousting approach...repeat (NOTE: the Aggressor likes to Joust). Once the rear gun is down the Aggressor is harmless... approach from the rear. If the turret is causing you problems then there is the simple answer, don't get behind it...






Shield front adjust heavy and shield normalization are the only two Rebel programs I have in my droid. Figured they'd come in handy going after Aggressors and capitol ships like the vette and gunboats. All my other programs are Privateer and Imperial. I have all the ones you mentioned except for weapon overload. Would that beef up my weak (1400-2800) blasters?

I'll try that strategy next time I see an Aggressor. Sounds like it would work for me. I'm just so used to getting on their tail and chasing my enemy until their dead.



Gregorian Pipes - Rebel Ace Pilot - Bloodfin
"The Edge...there is no honest way to explain it because the only people who really know where it is are the ones who have gone over." Hunter S. Thompson (1937-2005)
Ratape
Tue Feb 22, 2005 6:08 am
#62

It'd definently help you out if you can fit a WO3 in there. Due to the bug, not only will it vastly increase the damage from your blasters, it also decreases the energy used by them. If you look at it simply though, if you survive now, you probably don't need it. If you don't survive now, definently get it. It will cut down the time it takes to kill anything, thus saving hits against you.



Fernishku Dirakeen
Master Marskman
Master Pikeman
Pistoleer 0\0\4\0
Bounty Hunter 4\0\0\0
Ace Freelance Pilot
Lowca
Demeria
Tue Feb 22, 2005 1:24 pm
#63

The vette is hard yes.... But seriously... fighters like me kill the vette for a living... On my server (Intrepid) I kill the vette on average 2-3 times a day.. Solo... in an A-Wing, without missiles... Seriously, I honestly think the vette is TOO easy.... Then again I've played twitch based flight games all my life... Go figure.

If your on Intrepid and need a vette run... Give me a holler! Names Oddity!



Maha Vailo // Oddity




INTREPiD!!!
Nokilo
Tue Feb 22, 2005 3:19 pm
#64

I have soloed the imperial corvette 3 times in my Awing using non-master parts. I learned from the best pilot on my server, and I have begun teaching people how to do it as well.


I used to think that things like the Tie Aggressor and the Corvette were ridiculous, but in retrospect, I realize now that I simply hadn't optimized everything that I had. Not that you have to though, you can always socialize with pilots and easily take it down with friends. I'm rather grateful actually that these missions are hard enough so that unless you're very seasoned, you'll need to crawl out of your shell and ask for help.


Don't worry, most master pilots are bored enough to want to help for free anyway.
GregorianPipes
Tue Feb 22, 2005 6:09 pm
#65


Nokilo wrote:
I have soloed the imperial corvette 3 times in my Awing using non-master parts. I learned from the best pilot on my server, and I have begun teaching people how to do it as well.
I used to think that things like the Tie Aggressor and the Corvette were ridiculous, but in retrospect, I realize now that I simply hadn't optimized everything that I had. Not that you have to though, you can always socialize with pilots and easily take it down with friends. I'm rather grateful actually that these missions are hard enough so that unless you're very seasoned, you'll need to crawl out of your shell and ask for help.
Don't worry, most master pilots are bored enough to want to help for free anyway.





Have you ever thought about writing a guide? I'll be going after the vette in a couple of weeks and I thought I'd try solo'ing it first before asking for help.



Gregorian Pipes - Rebel Ace Pilot - Bloodfin
"The Edge...there is no honest way to explain it because the only people who really know where it is are the ones who have gone over." Hunter S. Thompson (1937-2005)
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