Pilot Archive

Thread: help with bombing runs (vette specific if possible)

Zaax
Sat Mar 05, 2005 11:45 pm
#1


ho all


I was actign as bomber for the first time with my KSE with duel bomb launchers and was trying to help out a guildie in his master missoin. we were a grp of 6.


i was trying to take out the vette number 5 gun.


anyway, i was not able to launch even ONE bomb before gettign disabled/dead. (once died once i was disabled and saved by a "reapair other" of a m8t to makeitback to deep space. ( i have 1420 speed when boosign out, but the vette was hiting me out to 900m.


Anyway, how do i get a darn lock? i remmeebr reading here SOMEWHERE about a way of haveing your missels fire AS SOON AS YOU GET A LOCK.


Does ping have anythgin to do with it? i got a slow 1k ping last nght.


I would think that gettign a lock on sucha huge target would be easy. I was also not able to get a lock on the gunboats...


I was not even hearign the anoying sound it make when it TRIES to lock. But otoh when i was dogfighitng against some agressers i DID hear it.


What is the range for a bomb missle lock? maybe i was to far and by the time i was close enoguh, i was conentrating on gettin out?


Any tips regargding bomb runs would be nice.

Message Edited by Zaax on 03-06-2005 08:46 AM



p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
Zaax
Sun Mar 06, 2005 4:17 am
#2

you know what this makes me feel like?


Many eon's ago i was a master commando. (first holo and mastered elite proff). i was so excited about using rockets and particle beam's. I actually had them on me at all times (still love the animation on them - i bet 99% of you have never even seen a comando fireing one)


Then u discover that you are a one trick pony, and using your flamer is just more cost evefective and kills stuff faster.


So here too - what use are my bombs if a couple of blasters are more usefull? it feels cheap in way


anyway, anyone have any other thought on this?


oh one more thing, i gt the feelign that bomb / missle damage does NOT go to credit for the kill, am i right?



p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
DozerSE
Sun Mar 06, 2005 6:41 am
#3

IFF is your friend.
DarkBShadow
Sun Mar 06, 2005 7:18 am
#4



DozerSE wrote:
IFF is your friend.





unless it decides not to work



[Dark-B Shadow[
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Zaax
Sun Mar 06, 2005 8:11 am
#5






DozerSE wrote:

IFF is your friend.







its your BEST friend - but only if you are escaping an impossable situation.


But when vette killing or something, and you want to reengage, /iff is traitor - it helps once and turns its back...




p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
MonsofoLexius
Sun Mar 06, 2005 1:17 pm
#6

I found that by loosing my missile launchers and going with bigger guns I was able to take then down much faster and easier.


Out a Rebel and a Imperial maser pilots I only have 1 ship loaded with missiles, my Oppressor. And the 2 MK II Space Bomb launchers are comming out soon too.


It really is easier to take out #5with guns IMHO. The shields can be a little easier with missiles until you get used to. Try practicing on gunboats and fighters until you have the range and such down on the missiles



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Erahth
Mon Mar 07, 2005 7:40 am
#7



hase2 wrote:
as a rebel i would completly ignore the guns
finish of the escorts
then aproach directly from behind (where the gunboat sits).
the vette has a dead spot there.
sneak to the gunboat (550m) and finish it of. fall back, wait for the second gunboat to line up with the vette - repeat.
after that you can use missles to blow shields, engine, reactor and bridge.
always be ready to turn and run like hell when the vette changes course.
IFF and EShields work wonders.





How does this work when the vette is usually turning and spinning like a bee on red cordial?

Also, I've tried quite a few times to come in from directly behind the vette, and I've never seen this blind spot you're talking about...admittedly, I've only tried against the vettes in deepspace, and I'm always blown away before I get within 500m.

As to answer the original post:
It sounds as if you're not even getting the targetting - lock visuals or sound. If you're not, it means you don't have a loaded ordinance slot selected. Easy to fix...if you're using a joystick, press your "Fire my missiles, please" button then wait a second. If the targetting sound starts playin and the visuals do their twisty thing, then you've got a launcher with something in it ready to go.

Hope that solves the problem



The "Dark Purple" Licky Fish of Bria
SOE 'fixed' SWG, just like my cat's been fixed...

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Skuzz
Mon Mar 07, 2005 10:39 am
#8

I've had very mixed experiences when dealing with the vette. Ive probably went on the mission 2 dozen times and had success like 6 times. While trying to get my rebel pilot alt his badge this past weekend it was brutal. We had a small group (3-4 fighters) but we got very close a few times. Ultimately it would be the respawning aggressor fighter cover that would rip us up. Oddly enough however the closest i got this weekend was when i went into kessel solo in my awing and decided to jump an undamaged vette just for giggles. With no missiles and a single nice gun i took out the bottom turret, the primary shield and had the 2nd shield down to 20 percent before i finally got whacked. =) I had a cloud of aggressors and ties chasing me the whole time but they just couldnt get a bead on me. When i repaired and jumped back in the vette had left I tried it solo again after that but wasnt as lucky, the aggresors savaged me before i could do much damage. Good fun tho for sure.





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Skuzz
Mon Mar 07, 2005 10:44 am
#9

To answer the original posters questions regarding missiles... I've had the same problem. If you are in a smalelr group it can be extremely difficult getting close enough to use missiles against the vette. If you are in a larger group of say 6-8 players then you will have much better luck with getting in closer to get locks. In larger group situations you can rip a vette apart quite quickly with missiles. And missiles are useful because you dont need a line of sight to your targeted component to use em like you do with guns. You can take out the bottom turret and then use missiles from underneath to hit all other components you wish to destroy without fear of the other vettes guns. Just be careful of those gunships.





WOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWO
KWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKW
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Lusankya
Mon Mar 07, 2005 12:32 pm
#10

I've solo'd the vette in kessel many times and i always do it in the same order.


Take out the fighters.

then gun 5 ( wait untill the vette stops doing the zig zag)

Then both gunships

then the rest of the guns this is possible frome the bottom and sides of the vette

By this time it may be half way through the system so take out shields

then engine this will get it to stop

Reactor

Bridge


All without using missles/bombs


Get a good set of RE'd lvl 7 or 8 guns with Weapon overload III


I usually take out the vette on weekends On Bloodfin

If I'm available You can give me a tell if I'm not busy




Lu'Sankya



Lu'Sankya
Federation Wing Commander
Master Shipwright
Master All 9 Aces
Master Swordsman
Fencer
Force Sensitive
hase2
Mon Mar 07, 2005 1:59 pm
#11

as a rebel i would completly ignore the guns


finish of the escorts

then aproach directly from behind (where the gunboat sits).

the vette has a dead spot there.

sneak to the gunboat (550m) and finish it of. fall back, wait for the second gunboat to line up with the vette - repeat.


after that you can use missles to blow shields, engine, reactor and bridge.


always be ready to turn and run like hell when the vette changes course.

IFF and EShields work wonders.
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