Pilot Archive
Thread: Missiles in PvP
Standard counter measures are ineffective against IR missles.
Sensory decoys are your best IR defense. You can't carry many of them but they work on every missle type. That is not to say they are 100% reliable.
Most people use IR mkII because they have a low lock on time and they are hard to get away from useing normal chaff. Space bombs have a huge lock on time and are easily defeated by chaff.
I think most people recomend micro-chaff if you have the space but normal chaff is better than nothing against IRs. Other than that, check the effectivness of the coutermearsures and use the best that you can fit on your ship.
Dragon942 wrote:Hey fellow pilots. I'm building a new TIE for PvP and I'm trying to decide what missiles to use in it.The posts I've seen seem to indicate people like to use Image rec markII's, but I haven't been able to figure out why. What are the advantages over the spacebombs markII's?Also, what countermeasures do I need to stop img recs and space bombs? Will plain old chaff do?And is there a macro for grouping weapons? I don't like having my missiles ina group when I grind faction in DS because of the annoying targeting, but if I get jumped it takes valuable time and concentration to switch them back in.
Sounds like a lightbulp just went on in your head.
Think of MK II Image Rec missles (aka MK2IR or MK II IR,etc, etc) as advanced missles from the old sim series.
Damage mod wise, they'r about 0.39 or 0.40 verses shield and armor. Much like proton's. The reason MKII IR's are used in space pvp is because:
1.) they aquire a lock in about half the time of other missles.
2.) they are not easily fooled by countermeasures.
If you want to group weapons, hit the G key and it will bring up a menue for grouping assignments. You may have to remap your primary fire key from "fire and cycle next group" to "fire current weapon group"
Ducimus wrote:
If you want to group weapons, hit the G key and it will bring up a menue for grouping assignments. You may have to remap your primary fire key from "fire and cycle next group" to "fire current weapon group"
With decent resources, ive made mine down to about 5600 mass.
>>Will one hit with a img rec II disable a PvP opponent?
Genereally speaking, no, 1 IR2 wont do it. If your oppoent is using a MK III shield, then it might be possible. But ive never had much success in disabeling with a single IR2 shot. I might add that the Tie oppressor has 3 tubes. Its a beast in PvP. If leaph reads this, ill let him fill you in about it, he was trying to master the art of trying to get out from under a Tri-IR2 launch.
>> why not use your freakin blasters
Cause sometimes im not feeling very nice, nor sporting. Just shut the Mo'Fo' down and go back to doing what i was doing before i was so rudely interruptted
From what ive heard ppl on my server seem to have forgotten about the T/O. I can't wait to hear the whining when its "rediscovered". *evil grin*
TUMOS_GHOST wrote:
why not use your freakin blasters
Because my ship already has 1-shot-kill blasters and I have extra mass. All the new Imperial ships have a lot more mass than the Advanced I RE'd my components for. Believe me, if I find some awesome component I've got to have but it's high mass, the launcher will be the first thing to go to make room. But until then, why leave empty mass?
And thanks Ducimus, that's the info I was looking for. Though it still doesn't help me make up my mind much. Do I want a one shot kill that is hard to lock and hit, or a mutiple shot that's easy? Tough choice.
1.) L10 and L8 blaster
2.) THree MK2IR's.
It takes about 1 to 1.5 seconds to aquire a lock. You dont have to be exact, just paint them with your hud. Count to yourself, "one one thousand, two" - thats *about* how long it takes. What you do is you paint your target and keep your finger done on the fire button. The instant you have tone, 3 missles leave your ship, and he's kinda sorta dead
The T/O corners best at 40% throttle. Does the ship slide? yup, and it works out to your advantage. It can practicaly do backflips while turning. When going up against A wings, you want to get in close to him and stay inside his turn circle. His chances of succesfully chaffing are really low at that point. That said as an A wing driver, id try and avoid getting close to an oppy and force him to launch at some sort of range to give me time to chaff. When going against a T/O, always chaff in 3's, one chaff, per missle. Always assume 3.
This one guy i knew, he was in an Oppy, i was in an A wing, and we were both in DS. He didnt have any missle loaded so he used /launchm just to make me crap myself. Funny stuff.
AzzixxSWG wrote:Standard counter measures are ineffective against IR missles.
Sensory decoys are your best IR defense. You can't carry many of them but they work on every missle type. That is not to say they are 100% reliable.
If that were the case, I'd be 51:7 now, because I was getting ImRec Mk2s shot at me this morning, and my chaff kept me alive.
They were /launch spammers, too.
Message Edited by KaylBreinhar on 06-27-2005 05:07 PM