Pilot Archive

Thread: WO3, Adv Blasters, & Optimal PvP Weapon Selection (discussion)

Arrain
Mon Sep 12, 2005 5:52 am
#1


Summary:

- Optimal weapon loadout for PvP-orientated ships (in my opinion) seems to be two desychronised advanced blasters.

- Weapon Overcharge 3's current state supports this loadout, whereas if WO3 was changed to 'as intended', an ion cannon loadout may well be superior.

- More shots in the air at any given time, combined with efficient shield stripping and armour & component damage yields best results: Ion cannon combinations appear to be overkill.








After a lot of deliberation I thought I'd post this for discission, so please let me know what you think..


In a recent conversation with my guild leader and prominent shipwright on the server I play on, it became obvious that we had a clear difference of opinion as to the optimal weapon loadouts we desired to take on our fighter style craft. I asked a shipwright to create a couple of .280 speed red advanced blasters to replace the .260 speed blaster (x2) I had in my JSF and TIE Advanced at the time. The shipwright informed me that he sells many more combinations of Ion Cannons coupled with Disruptors (one poweful vs shields, the other vs armour), so would I not prefer those. I said no, and my reasoning was as follows..


In any given PvP engagement, in a situation where both parties are PvP experienced and have "good" level 8 engines with very respectable YPR scores (mine personally is a 77/76/77 Level 8 engine) it essentially comes down to 'first to score a hit wins'. Often this successful hit is less a matter of absoltute skill, and more a mix of good piloting skill and sheer luck as to who lands the deadly shot first (when both parties have extreme turning capabilities).


It occurred to me during recent practice duels that a single shot was enough to damage my opponent's ship enough to make the clean-up job of destroying him a relatively simple task. In this mindframe, I decided that having 2 "linked" .260 speed advanced blasters in my TIE Advanced / JSF was a waste, because at any time I have 1 "SHOT" in the air - that is to say that if 1 of my blaster shots land, the other is also likely to land because its fired as a 4-laser spread in the case of a JSF, or a 2-laser spread in the case of a TIE Advanced.


As such, it would appear to me that having more shots in the air at any one time would increase my chances of landing that 'fatal blow' in a PvP encounter, so I asked my shipwright friends to make me some slightly slower (.280) speed blasters to go into my JSF & T/A alongside the 260s. As such in each, there is 1x 0.260 advanced blaster, and 1x 0.280 advanced blaster. The intent of this (as proven in practice) is that the difference in speed (.02) is not so much that the shot spread is vastly different when initally engaging a target, but that after a few seconds of consistent firing, the shots desynchronise from each other resulting in a shot being fired every 0.13 at the peak of the desychronisation. The end result of this is that at any given time during the desychronisation I have more shots in the air than I would if the shots were linked by same-speed firing weapons (eg. two .260 speed blasters).


In this desychronisation, I cannot dictate which of the weapon's shots will land, and as such it seems prudent to first ensure I strip the shields and then do component damage, preferably in the same hit. Any excess in shield damage will be wasted, so packing 2x Ion cannons doesn't seem wise, because of the following:

Given that the advanced blasters do around 1500-2500 damage, and have a rating of around .500 versus both shields and armour, this suggests that a single shot will do somewhere in the region of 750-1250 damage on a successful hit. Due to the widespread use of Weapon Overcharge 3, the damage value is multiplied by a factor of x1.8 (I think? correct me if I'm wrong), meaning that even at the bottom end of the damage range, a 750 scoring hit translates as 1350 damage.


Most PvP orientated fighter craft I have seen, including mine, pack shields with a value of around 1300. As such, even a hit at the very lowest possible range of the spectrum with an advanced blaster is likely to strip the shield area and do component damage to most PvP orientated ships. Any PvP-styled ship with more than 1300 shields front and back is likely to be a higher mass ship, and as such even if 2 or more shots are required, I can be confident that the higher mass on my opponent will almost certainly mean he is significantly less manouverable than I am, allowing me to land multiple shots more readily.


With this in mind, it appears to me that the most efficient weapon loadout for my ships is firstly to ensure my shots are desychronised, because a single shot is enough to end the engagement, and more shots in the air at any given time increases my likelihood of scoring this winning shot.. and secondly that with this single shot I need to efficiently strip the shields of my opponent and maximise component damage. As an ion cannon is likely to far exceed the required damage level to strip the shield when combined with WO3, the Adv Blaster delivers just enough punch to bring down the shields, yet maintains good armour and component damage.


Your thoughts are welcomed - do you agree or disagree, and what weapon selections do you take for your PvP ships?



____________________________________
» GK-SixFour Europe-Chimaera | Dark Reavers

- Ace Imperial Pilot: Inquisition | Storm | Black Epsilon
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Attacca
Mon Sep 12, 2005 6:04 am
#2

I've been thinking a lot about this lately. I have a newish pilot on Starstrider, newish meaning he doesn't have months of stocked up equipment to RE. Or a guild with a nice shipwright to help do the RE work. So I'm left with a few other options.


On my A-Wing I tried a quickshot Advanced blaster, and found it just doesn't hack it in space. I got a few kills, but against a good agile opponent like an Actis or B22 who are packing an RE'd reward shield, I just don't have any punch. The occasional landed shot just didn't do enough damage. I'm switching for now to Advanced blaster designed for damage until I can get a good RE done.


I don't agree with getting two guns and putting as many shots in space as possible. That seems sloppy, and honestly against really small targets I don't think it makes a very effective approach. On my two gun ships I like two beams with the same refire for one solid hit.







~ Captain Nesanya / Murphey ~
Rebel Alliance A-Wing Pilot
...has mastered the Pilot profession
Are you a pilot and not using Droid Commands?

LeaphChausew
Mon Sep 12, 2005 6:14 am
#3

A single high refire lvl 7 blaster hit in pvp, most of the time isn't adequate I find. In fact, most of the time armour damage is rarely scored. As a pilot with a single weapon slot ship (A-wing), I find that accuracy is the key. Spraying and praying may work for a two weapon slot ship, but not with a single slot. My reasoning is this. Since I have one weapon slot,when I do score a hit,I need to be making as much of an impression as possible. My weapon is a lvl 8 re'd rewardweapon, has a refire rate of .390 and a max damage of 3.8k. Since on Starsider I am flying against a variety of targets, the max damage is essential as some of the pilots flying more massive ships not only have great lvl 8/10 shields installed, but much armour to boot as well along with shield shunting so a lvl 7 weapon, even if I score a hit will get shunted, then by the time another hit is scored it might even get shunted again.


I'm happy with the slower refire of my lvl 8 weapon since, I am fairly accurate with my shots and fly in a manner as to open up small windows of opportunity for me to take shots, then evade rather than flying aggressively all the time and holding down the fire button. I don't have room for ordnance out of choice since with a single launcher it is easier for my oppnent to chaff oncoming missiles and eventually you run out of them. Ordnance in my view is most effective in large scale pvp when there is the chance of catching an opponent off guard.


I tried out a lvl 7 crafted gun the other day out of curiosity then tried my lvl 8 re'd part and found I was shooting people down sooner with the lvl 8. I think I've just gotten used to the timing of it's refire rate to be honest.


I know this is all a matter of oppinion so I'm not saying either way is right or wrng, but personally I'll never give up a good re'd lvl 8 blaster while I'm flying a single weapon slot 66k mass A-wing. Having ordnance and a lvl 7 blaster wouldn't be a good enough trade off unless I could get a significant refire rate and max damage out of a re'd lvl 7 such as 3.1k max damage and a refire of .300 (which I'm working on currently) but I still feel, since ordnance isn't 100% reliable and can be depleted it isn't a very efficient choice for an A-wing.


As for a crafted lvl 7 -really- high refire rate blaster, I think it'd be ok for newer pilots and in fact fine vs. a pilot who wasn't packing very good protection and I guess on a two weapon slot ship they might be fine. I mean, two times the damage plus the refire rate I can see the advantage.


Ok then, in conclusion I guess my oppinion is, one slot ship, go for a re'd part for pvp. Two weapon slot ship in pvp, go for a high refire crafted part. In the end though, use what works best for you



Arrain
Mon Sep 12, 2005 6:25 am
#4

I agree with the comments in the post above - I guess I'm specifically talking about a situation in which you meet another PvP experienced player who has an exceptionally good engine. In my practice duels with Malefic on Chimaera, the pair of us were able to turn so quickly that more often than not we were scoring hits with the opponent's ship completely off-screen. That is, the sharpness of turning in my JSF with 1.3s and 1.4 YPR ratings, and he in his Belbullab with 1.5s on his YPR (eek!), meant that the shots that scored needed to be lead almost on a wing and a prayer to be successful.


In this situation, accuracy goes right out the window, and it comes down to a bit of skill and a lot of luck as to who lands the killing shot. The situation described in the post above mine is one in which you can actually manage to get a bead on your opponent and intentionally fire shots that you expect to land. In this circumstance, yes a high powered level 8 would probably be better as its more likely end the confrontation in a single shot than a level 7 advanced. In regard to some of the pilots flying 'massive ships' - if they're massive they're also not nearly as manouverable, meaning that I can probably score multiple hits on that ship with the fast refire blasters in the same time it'd take me to score a single hit against an exceptionally fast and zippy JSF or belbullab.


I guess what I'm saying is this: in a situation where you're facing massive shields, or where accuraccy is important, either of our loadouts would work.. but in my experience, having a lot of shots in the air to increase your chances of landing a hit comes out on top in a face-off between two exceptionally manouverable opponents in JSF or similar craft.





____________________________________
» GK-SixFour Europe-Chimaera | Dark Reavers

- Ace Imperial Pilot: Inquisition | Storm | Black Epsilon
- Ace Freelance Pilot: Corsec | RSF | Smuggler Alliance
- Ace Rebel Pilot: Arkon's Havok | Vortex | Crimson Phoenix

...has mastered the Pilot profession (9-ace pic)
quadpers0n
Mon Sep 12, 2005 6:29 am
#5

how would that theory change if say, WO3 was fixed?


if i were me, and i am, i would plan for that first. nice to be prepared and all just in case.





-meeuki


lumpini
Arrain
Mon Sep 12, 2005 6:53 am
#6






quadpers0n wrote:

how would that theory change if say, WO3 was fixed?


if i were me, and i am, i would plan for that first. nice to be prepared and all just in case.







it would change in that without WO3, a single advanced blaster would not be enough to strip the shield and do component damage - in fact even at the top end of the adv blaster damage range (2500ish), with the 0.500 vs shields damage modifier it would only be doing 1250, which is not enough to strip most fast fighter shields, never mind do any damage to the armour or subcomponents.


If WO3 was fixed, then its likely to be the case that linked (same-speed) weapons would become the optimal loadout, with at least one of those weapons being an Ion Cannon in order to ensure the shield is properly stripped away. In this situation, a combination of either 2 Ion cannons, an Ion Cannon and an Adv Blaster, or an Ion cannon and a disruptor would rule the roost, but as it is WO3 simply means that constant firing is a good option, along with providing enough damage output that an advanced blaster can not only strip shields, but also carries over enoughpower in the shotto do some component damage.



____________________________________
» GK-SixFour Europe-Chimaera | Dark Reavers

- Ace Imperial Pilot: Inquisition | Storm | Black Epsilon
- Ace Freelance Pilot: Corsec | RSF | Smuggler Alliance
- Ace Rebel Pilot: Arkon's Havok | Vortex | Crimson Phoenix

...has mastered the Pilot profession (9-ace pic)
RedOnedi
Mon Sep 12, 2005 7:20 am
#7

My knowledge and experience of crafted weapons is rather limited, so if I say something stupid here, please feel free to smack me in the face.


From my personal experience:


I got my hands on a Firespray, finally. I don't have any weapon RE's higher than level 6 yet, and I know that in a ship with the mass of a Firespray, a pair of level 6 RE's really just don't cut it. So, I went out and bought a couple of level 9 quickfires, and took her out. I was reasonably pleased with the outcome, but I felt something was lacking, so I changed her loadout a bit. As I said, my high level weapon RE situation is absolute 0, however I do have 2 Borstels, and 1 Tri-Cannon. I put one Borstel, and the Tri-cannon (mostly to see the weapon effect), and I immediately noticed that I kill things much, much quicker. In fact, even without being RE'd, I can put the hurt on a tier 4 ship in one volley, if both hit...not so with the quickfires.


Can a shipwright push the vs on crafted weapons to something around .65 or higher? If this is the case, what sacrifice(s) are being made to achieve this? I confess that I do not know the answer to this question.


You are asking your questionin terms of PvP...I would venture to say that you can do well with a pair of crafted guns (a pair at least is a must, imo...I agree with Leaph on single gun ships), but I think you would be better off using a pair of good RE's. Good vs on both, good damage...refire is the only real downside to the level 8 and 10 weapons, however this really does not affect me much with my style of flying, and shooting. Even if you spray and pray, I still think that ultimately, a pair of good RE's is the better option all the way around.


TUMOS_GHOST
Mon Sep 12, 2005 9:25 am
#8

you can do this. have both blasters (same speed) both grouped in group ONE and then have weapon 2 grouped in group TWO. The firing pattern of the blasters will be odd and hard for your oponent to distinguish during a fight. give it a shot, you might like it





__.:FQ:. Inc.________
Totai & Fatoos



Kirkmeister
Wed Sep 14, 2005 9:17 am
#9

This is quite an interesting question. I run 2 linked advnaced red blasters at .260 refire. Just wondering if switching to disruptor and Ion desynched would work in PvP.


I'll keep you posted of results



Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
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