Pilot Archive

Thread: Imp Gunboat Advice

Tulvar
Mon May 30, 2005 7:48 pm
#1

I've read dozens of messages detailing how to take out imp GBs and how easy it is.


Now, I have found that taking out an Imp GBs flying straight is in fact pretty easy however, what about the ones doing acrobatics??? I try staying the prescribed 550m away (on it closest pass), and that works for the most part but dang! that takes FOREVER. Then of course as the pattern changes Istart taking hitsand have to move away quickly and set up all over again. Using caution and extream patience I've been able to take the acrobatic ones out, but not without eventually taking somecomponentdamage which means a trip back to a space station.


Any suggestions to accomplish this virtually damage free and in a timely manner?


(btw, Im talking the T5 ones in Kessel)


Best Regards and Thanks in advance,




Tulvar Avo
JWBinGA
Mon May 30, 2005 9:34 pm
#2


Ya, I hear your plight. I have been working on gunboat tactics for weeks. I think I have learned a few things.


First, I believe the best weapon you can have is a fast engine with a good YPR at least 65 is not 75-80. I know many people have been snubbing ypr lately, but I believe for riding gunboats it is necessary.


I agree that the gunboats that fly in lines (like in Deep Space) are exceedingly easy to kill, but what about the ones that turn in circles (kessel) or chase you down (missions and the new Kashyyyk duty missions).


I believe that the latter two require an attack that is very similar to riding a bucking bronco. The way I do itin my dunelizzard or JSF is that I make a few strafing runs to get oriented and take the rear shields down. I tend to attack from the top going full throttle towards the guns and escaping through the blindspot in the bottom of the ship. (I use Cap to Shields with my Cap overcharged)


Then I get settled into little runs at the bottom of the ship --500m runs or so. When I feel comfortable I just ride the bottom of the ship and gradually put hits into the armor until I can disable the engines. When the engines are down, the fight is over. I target the chassi (making no target at all) and finish the job. (by ride I mean I stay flying in sync with the gb at every turn, and if I fall off or get in the path of a turret I flee out the blindspot until I can get back in that sweet spot)


I really work to stay in the blindspot on the bottom, and occasionally(especially when I neglect my shields) I get a little tatored, but I think this strategy is very viable. You need to be able to do at least 1100 without boosters and turn on a dime. I have done it in my Krayt, but I tend totake many more hits due to my large profile. I really prefer to use a smaller ship.



Hope this helps!


Zily - Chilastra


Gotz -SA Ace




Zily - Jedi, Rebel Trooper
LeeroyJenkins - Engineer Rebel High Trooper
Aizi - Medic Rebel Trooper
Constellation, Naboo
psikobunny
Mon May 30, 2005 10:07 pm
#3

This is where a ship with a turret can really shine, if you have a crew member.


When it comes to the leftover gunboats from the corvette, iftwo are there in a tight circle, there is no better solution than sitting far away, being patient, and taking your time, at least if you want to live through it. They provide support fire for each other and even fast strafing runs is no faster or safer than slow picking. Since these are a spawn bug, conventional tactics don't work, and you just gotta get them gone and move on with life. This is why all the good Corvette killingguides insist people do the polite thing and kill their gunboats before they get to the end of the line.


However for short pathed gunnies, and maybe even mission AI chasers, a turreted ship can work brilliantly. with your ship turned on its side, wingtip pointed at the bottom of the gunboat, nose heading in the same direction as the gunnie, the pilot focuses on staying in the blind spot, flying a parallel course to the gunboat even as it twists and turns, feathering the throttle to not fall behind or jump ahead. The gunner is pointed sideways, aiming at the underside of the gunnie, and targeting weapon2. As soon as weapon2 is gone, the pilot has an easier job and can either fall behind the gunnie and help fire (Ywing, Krayt) or simply allow his gunner to keep working (ARC).





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Tulvar
Mon May 30, 2005 10:10 pm
#4






JWBinGA wrote:


Ya, I hear your plight. I have been working on gunboat tactics for weeks. I think I have learned a few things.


First, I believe the best weapon you can have is a fast engine with a good YPR at least 65 is not 75-80. I know many people have been snubbing ypr lately, but I believe for riding gunboats it is necessary.


I agree that the gunboats that fly in lines (like in Deep Space) are exceedingly easy to kill, but what about the ones that turn in circles (kessel) or chase you down (missions and the new Kashyyyk duty missions).


I believe that the latter two require an attack that is very similar to riding a bucking bronco. The way I do itin my dunelizzard or JSF is that I make a few strafing runs to get oriented and take the rear shields down. I tend to attack from the top going full throttle towards the guns and escaping through the blindspot in the bottom of the ship. (I use Cap to Shields with my Cap overcharged)


Then I get settled into little runs at the bottom of the ship --500m runs or so. When I feel comfortable I just ride the bottom of the ship and gradually put hits into the armor until I can disable the engines. When the engines are down, the fight is over. I target the chassi (making no target at all) and finish the job. (by ride I mean I stay flying in sync with the gb at every turn, and if I fall off or get in the path of a turret I flee out the blindspot until I can get back in that sweet spot)


I really work to stay in the blindspot on the bottom, and occasionally(especially when I neglect my shields) I get a little tatored, but I think this strategy is very viable. You need to be able to do at least 1100 without boosters and turn on a dime. I have done it in my Krayt, but I tend totake many more hits due to my large profile. I really prefer to use a smaller ship.



Hope this helps!


Zily - Chilastra


Gotz -SA Ace







Hmmm, interesting tactic. Ill have to play with that and see how it work for me. TYVM.


Regards,




Tulvar Avo
Marcus-
Tue May 31, 2005 2:01 am
#5



Just fly inside them, they can't hit you there, just match speed when inside and stay with it when it manouvres, don't drop to far back in or they can hit you. The model doesn't seem to have collision so thats why you can fly inside it, but it also means that any escorting fighters can hit you. I've bugged this even in beta, but it seems that it's allowed since it's never been taken out.

Message Edited by Marcus- on 05-31-2005 11:07 AM




Marcus- Laurentius @ Chimaera
>> Scoundrel,>> Smuggler Alliance Ace Pilot
Dwebis @ Chimaera
>> Demolitionist,>> CorSec Fighter Pilot
Raptor2k1
Tue May 31, 2005 2:38 am
#6

Fully shift shields forward, and then proceed to unload with everything you have. Mark II spacebombs + lots of heavy balsters using overload should do the job. I never could match manuevering with the acrobatic ones...



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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