Pilot Archive
Thread: Tier 5 A-Wings
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bmeenan
Mon Feb 14, 2005 2:37 am
#1
Hey all,
I have a mission where I have to take out a few tier 5 A-wings. I was down to one left but the mission timed out :/ Dog fights with these guys seem to take me FOREVER. Can anyone recommend some tactics for quickly taking one down?
I'm a Free lance pilot for CorSec, 4-3-4-3, and running a Dunelizard that I believe is set up well enough. The only thing I'm not carry are any missles. Think that might make a difference?
Thanks in advance.
I have a mission where I have to take out a few tier 5 A-wings. I was down to one left but the mission timed out :/ Dog fights with these guys seem to take me FOREVER. Can anyone recommend some tactics for quickly taking one down?
I'm a Free lance pilot for CorSec, 4-3-4-3, and running a Dunelizard that I believe is set up well enough. The only thing I'm not carry are any missles. Think that might make a difference?
Thanks in advance.
TomoRainer
Mon Feb 14, 2005 2:54 am
#2
Missiles could help. I'd recommend Mk III concussions (assuming they're cert 8--think that's right, but can't check right now), as they do hefty damage to shields and come in the largest packs. They won't one-shot an A-Wing or anything, and they don't hurt armor at all once you've got their shields down, but they will at least be an automatic hit that can help you get through those shields faster.
It's also not a terrible idea to target their engines first. Even when you're through their shields and armor it can take a while to finish off their systems and chassis, so getting them stationary reduces that problem by a significant factor.
The Dunelizard is a good choice against them, I'd think, so wisely done in that department. If you've got a good engine and are running droid programs you should be able to stick on their tails pretty well, and if you can do that, you should be able to take them out in a modest amount of time.
It's also not a terrible idea to target their engines first. Even when you're through their shields and armor it can take a while to finish off their systems and chassis, so getting them stationary reduces that problem by a significant factor.
The Dunelizard is a good choice against them, I'd think, so wisely done in that department. If you've got a good engine and are running droid programs you should be able to stick on their tails pretty well, and if you can do that, you should be able to take them out in a modest amount of time.
Bulak
Mon Feb 14, 2005 3:03 am
#3
If you havn't done so yet, get rid of your armour if you need the mass, and load up the missile launchers as mentioned previously. I always use missles against A-Wings.
In addition, after you disable the A-Wing, move on to the next one. On those types of missions, I leave a trail of disabled ships behind me.
psikobunny
Mon Feb 14, 2005 4:04 am
#4
Missiles might help, but I often find it takes longer to get a solid missile lock than it does to get in a few shots, then the missile doesnt do as much as the shots would have. If you can't keep up with the Awings, then sit and wait for them to come for you. moving just fast enough to avoid some shots, but slow enough so that the one you are after comes at you in a nice long run. Use your cap to shield shunt if you take several hits.
CaileSathinor
Mon Feb 14, 2005 8:13 am
#5
Target the engines and happily blast away. Set your throttle to the value closest to your r/p/y values on your engine too. Being able to turn tighter than the A-wing means you can always lead it and hit.
Missiles are just a waste, IMHO
Missiles are just a waste, IMHO
Jackrabbit187
Mon Feb 14, 2005 8:25 am
#6
Since the A-Wings are so fast, the leading target reticle lies a little bit. If you aim a little closer to the ship than the reticle tells you (meaning you give the ship less time to get to your shot because they're going so fast), you should be able to start hitting them nicely. Also rotate your ship if need be so you can hit their profile. If you shoot wide, fly sideways and line your shots up.
1st_Viduus
Mon Feb 14, 2005 8:27 am
#7
Getting an A-Wing has to do with being quick to turn around, boosting to his tail, and hitting when you shoot.
That last part is tough, A-Wing has the second hardest-to-hit profile in the game. (droid fighters outside Dant are harder).
(Note: I was Imperial ace and now am Neutral Master, so I've fought every type of ship)
It would also behoove you to go to the bazaar and find a Weapon Overload 3, and Engine Overload 3, if you aren't using these already.
When the A-Wing is incoming and in firing range, hit the brakes and start turning as hard as you can. By the time you get turned around you'll be racing in an at least similar vector to it, and the AI will resort to a nearly straight line while it tries to figure outhow to get away from you. You should get a solid4-8 second window to blast away.
Remeber that the "Lead Indicator" is not a leader, but a "Vector Indicator" -- shoot to the indicator's direction off from the A-Wing, but use your judgement in how far in to toe your shot by the distance between the ship and the crosshair.
Missiles:
IF you want to use missiles, get a MSW to custom craft them for you if your intention is to go after A-Wings with them exclusively.
"Refire Rate" should have been called "Lock Time". Get that and Min Damage experimented, nevermind how many in a pack or max damage. Max Damage is an almost useless stat, since the odds of you reaching it are slim. Min damage is more important, it closes the gap and guarantees a better hit.
Go with concussions as stated, and target a Subsystem; concussions do damage to subsystems much better than Seismic. Even past shields on a good hit.
(Protons are the most useless missile in the game btw... an all-purpose love-tap).
bmeenan
Mon Feb 14, 2005 8:45 am
#8
Awesome replies so far. Thanks.
I'm starting to think I need to upgrade/change my engine because right now I can't get behind them. They literaly just run circles around me. I'm running a player-made engine that's 88 top speed, with pitch, yaw, and roll rates of 49.4. If I popped my Inferno in there, the top speed would be less at 79, but the PYR rates would be 63.2. Wouldn't that give me better handling to turn with them? For some reason, I was under the impression that PYR rates were all set for the chassis now days (to give each type of craft a specific feel) and that the rate on the engine were ignored. Can someone set me straight on that?
I'm starting to think I need to upgrade/change my engine because right now I can't get behind them. They literaly just run circles around me. I'm running a player-made engine that's 88 top speed, with pitch, yaw, and roll rates of 49.4. If I popped my Inferno in there, the top speed would be less at 79, but the PYR rates would be 63.2. Wouldn't that give me better handling to turn with them? For some reason, I was under the impression that PYR rates were all set for the chassis now days (to give each type of craft a specific feel) and that the rate on the engine were ignored. Can someone set me straight on that?
droid327
Mon Feb 14, 2005 9:06 am
#9
bmeenan wrote:
Awesome replies so far. Thanks.
I'm starting to think I need to upgrade/change my engine because right now I can't get behind them. They literaly just run circles around me. I'm running a player-made engine that's 88 top speed, with pitch, yaw, and roll rates of 49.4. If I popped my Inferno in there, the top speed would be less at 79, but the PYR rates would be 63.2. Wouldn't that give me better handling to turn with them? For some reason, I was under the impression that PYR rates were all set for the chassis now days (to give each type of craft a specific feel) and that the rate on the engine were ignored. Can someone set me straight on that?
Each chassis has a PYR modifier, and a different 'sweet spot' for minimum turning radius. Typically, the more maneuverable craft will have higher innate PYR and higher sweet spots. That PYR does suck, by the way, and you dont need top speed as the enemy AI wont try to outrun you; the reward engine will be way way better for dogfighting.
Jackrabbit187
Mon Feb 14, 2005 9:10 am
#10
The PYR on the ship itself is a modifier. For instance (random numbers), an A-Wing could be x1, so with your Inferno it would be 63.2. The Y-Wing could be x0.8, so your PYR would only be 50.56. Hope that make sence. Personally I feel handling is more important than speed, as long as you're not sacrificing too much speed.
Message Edited by Jackrabbit187 on 02-14-2005 11:11 AM
1st_Viduus
Mon Feb 14, 2005 9:25 am
#11
Never ever ever use a crafted engine.
Our engines are garbage, 100% crap.
PYR are the most important stats on an engine m8, the higher the better (especially PY).
Actually the closer the speeds of PYR to Max, the more maneuverable your ship will be at higher speeds.
So yes, get rid of that engine, and get an RE'd one of comparable mass. Or collect a few of your own and get the RE done.
The FireStorm is "ok", but needs to be RE'd with 67+ PYR engines to make it worthwhile.
It's not all about speed, it's about MOVING. And if you are moving in a straight line in one direction, that means you're quite stationary in another.
rickon_stark
Mon Feb 14, 2005 10:32 am
#12
this is a bit of a cheap tactic, but very useful if you're in a heavier ship facing an a-wing/interceptor/droid fighter (and also agressors, as you can take out the rear gun without exposing yourself too much).
line up on them and blast straight past, flying out to 700-1000m. turn around, and go in head-on with guns blazing, then fly out to 700-1000m, rinse, and repeat.
what this essentially does is put the ai into a head-on pass pattern. it means that in the heavier ships you can take them out in a couple of passes without rolling around the sky like a seagull on acid, and it can prove a much faster way of swatting the little pests.
line up on them and blast straight past, flying out to 700-1000m. turn around, and go in head-on with guns blazing, then fly out to 700-1000m, rinse, and repeat.
what this essentially does is put the ai into a head-on pass pattern. it means that in the heavier ships you can take them out in a couple of passes without rolling around the sky like a seagull on acid, and it can prove a much faster way of swatting the little pests.
Message Edited by rickon_stark on 02-14-2005 09:33 AM
mohtz1
Mon Feb 14, 2005 11:53 am
#13
i use spacebombs on pesty a-wings(ones that wont die fast enough) one shot kill them with it every time.. but costly..
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