Pilot Archive

Thread: Problems with the Kash Vaksai mission

Idahe
Sat Jul 09, 2005 1:39 pm
#1

Has anyone else been having problems finishing this mission?

We have been using 1 Krayt and 1 Opperssor, all good components, all the best programs loaded. Everything goes fine until the gunboats (Tier 5) start showing up. They are insanely powerful / fast / maneuverable. Our shields and armor are eaten up in one volley. This mission was not that hard a week ago, I watched guildies beat it easily.

I've fought Rebel-style gunboats in Deep space before, and can solo 3 tier 5s at once. Is there some sort of bug with the gunboats in the Vaksai mission.


PS as an added bonus the gunboats stick around the space station for 10-15 minutes wtfpwning any PCs that wander their way before finaly despawning/




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psikobunny
Sat Jul 09, 2005 2:46 pm
#2

Gunboats in Deep Space travel on rails. They don't turn and fight you. That's why they are easy.


Mission AI gunboats act much like a fighter would, turning, chasing, and charging you.


I wager the guildmates you saw beat it easily either did the Imperial version (tier3 gunboats, not tier5) or waited longer to take over the corvette. If you wait longer to knock out the engine, Then the corvette is closer to Kash Station, and there is less time it needs to arrive there while under attack. Less time means you can do it and only see one, or none of the T5 gunnies. This is somewhat cheesy, but other than that, your only options are to be much faster than the gunboats, and engage in ajousting battle.





Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



ImpDoc_001
Sat Jul 09, 2005 2:55 pm
#3






psikobunny wrote:

Gunboats in Deep Space travel on rails. They don't turn and fight you. That's why they are easy.


Mission AI gunboats act much like a fighter would, turning, chasing, and charging you.


I wager the guildmates you saw beat it easily either did the Imperial version (tier3 gunboats, not tier5) or waited longer to take over the corvette. If you wait longer to knock out the engine, Then the corvette is closer to Kash Station, and there is less time it needs to arrive there while under attack. Less time means you can do it and only see one, or none of the T5 gunnies. This is somewhat cheesy, but other than that, your only options are to be much faster than the gunboats, and engage in ajousting battle.








This is what happened when I solo'd the mission. I took out the fighter escorts, then gun 5 on the vette. From below, I then disabled ALL the guns,shields, and finally the engines. I was about 1km from the station at this point. I think I fought two waves of fighters before the vette jumped to safety and the gunboats spawned immediately after that, but no system message saying incoming enemy, abd they did not aggro me.


I've had problems with missions before with mad spawns or pathing through spawns of tier 4 pirates, later i would return and have no problems. I would suggest giving it a break for a few days and then coming back fresh, perhaps with another wingman or two besides your buddy in the oppressor. For what it's worth, I didn't care for the vaksai after I got it. The weapon beam spread is too far, like the Z-95, and with only one gun, you have to get a really big one to do anything with it. I just finished the JSF missions, and I will stick with it over the vaksai.



P'avo Erwi - RETIRED
Aerik Erwi - Master Shipwright/Architect - Valcyn (RETIRED)

Kyodor
Sat Jul 09, 2005 3:30 pm
#4

The 'vette fares quite well against some of the GBs, my 'vette just jumped before it took that much damage.

I guess the best you could do is disable it closer to the jump point; or spam Ordnance and Hit and Run.



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Smashedmuffin
Sun Jul 10, 2005 3:21 am
#5

just completed this mission in my grevious starfighter. You wait to disable the vettes engines until its about 4k left to kash station.. when i did this the vette took off when the first gunboat showed up




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newbExtraordinaire
Sun Jul 10, 2005 4:05 am
#6

Blah... where's you sense of adventure . Disable the vette as soon as you can, and then fight the gunboats! Joust them, blow them up with ordnance, throw pepples at them, but for chrissakes blow them up!!!



PS: It is actually possible to do it, at least in a krayt. I joust them and try to make my pass below them (that's where the blind spot is), and with 1400 speed I get away with most of my shields left...



Ailoovi (Ahazi) Dunos (Farstar)
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Rebels Red Circle/Founders of Danevang
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ImpDoc_001
Sun Jul 10, 2005 4:38 am
#7






psikobunny wrote:





ImpDoc_001 wrote:

For what it's worth, I didn't care for the vaksai after I got it. The weapon beam spread is too far, like the Z-95, and with only one gun, you have to get a really big one to do anything with it. I just finished the JSF missions, and I will stick with it over the vaksai.




Ship choice is just that, a choice. Yes, the aiming on the vaksai takes some getting used to, but no, it's not as bad as a headhunter, krayt wingtips, or the ARC 170. Since this is the Privateer fleet's best PvP ship, you don't "need" a big gun (a single L7 is usually enough to PvP with), but the bigger the better yes. The beauty of the Vaksai is its incredibly fast and maneuverable, can take the biggest engine, gun, and shield, and still have plenty of room for Ordinance, Countermeasures, and Armor. You may not like it, and that's fine, but I love mine. And I'm sure the pilots I wiped out of Bloodfin's Deepspace tonight can attest that it's formidable.






Unfortunately, the vaksai is a poor performer in PvE. I have yet to find any PvP, most likely due to the hours I play. I've heard from many people that it's great for PvP, but it kinda stinks for PvE (IMO). I spent several hours yesterday overt in both Deep Space and Kessel, not to mention in transit to several other places. I was the only one in DS, and in Kessel, one guy finally showed up, but only to mine the asteroids. Since my freelance pilot is a crafter, space is the only place for me to get faction (Shout out to Lord Vader, for that huge 3k yesterday!) and I don't mind mixing it up with fellow players in space.


As stands, I will go ahead and reequip my Vaksai, and give it another go, just to see if I underestimated it, or didn't give it a fair run. I have an Alliance ace on another server, I think I will get the ARC-170 and try it out there too, just to be fair.



P'avo Erwi - RETIRED
Aerik Erwi - Master Shipwright/Architect - Valcyn (RETIRED)

psikobunny
Sun Jul 10, 2005 12:10 pm
#8






ImpDoc_001 wrote:

For what it's worth, I didn't care for the vaksai after I got it. The weapon beam spread is too far, like the Z-95, and with only one gun, you have to get a really big one to do anything with it. I just finished the JSF missions, and I will stick with it over the vaksai.




Ship choice is just that, a choice. Yes, the aiming on the vaksai takes some getting used to, but no, it's not as bad as a headhunter, krayt wingtips, or the ARC 170. Since this is the Privateer fleet's best PvP ship, you don't "need" a big gun (a single L7 is usually enough to PvP with), but the bigger the better yes. The beauty of the Vaksai is its incredibly fast and maneuverable, can take the biggest engine, gun, and shield, and still have plenty of room for Ordinance, Countermeasures, and Armor. You may not like it, and that's fine, but I love mine. And I'm sure the pilots I wiped out of Bloodfin's Deepspace tonight can attest that it's formidable.




Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



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