Pilot Archive

Thread: Gunship advice wanted

mesan
Wed Aug 24, 2005 5:39 pm
#1

I'm currently involved with doing my final set of missions for privateer. One of the missions involves destroying a gunship. Now I believe that the wyay to do these is to close to 550m and open fire from there. I find that i get a few shots of and then it turns and pursues me. I can't seem to damage the thing before I have to eject from my craft. Any tips?



Steno Raldian
cl 90 Elder Jedi
Farstar-European

Reenno Raldian
cl 83 Elder BH/CM
Farstar-European

Zage Raldian
Noob chick

Attacca
Wed Aug 24, 2005 6:00 pm
#2

The 550 rule only applies to gunboats on "rails" - that is to say, typically the ones in Kessel or DS that fly in a straight line.


For mission gunboats, I like a nice fast ship. Target their engines, fly straight towards them guns blazing. At the last minute (or when you start to take hits) pop your booster and evade away. Keep going away from the gunboat while shield shunting (you are running droid programs, right?). When your shield is ready, turn back on the gunboat and make another pass.







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

Yybacca
Wed Aug 24, 2005 6:25 pm
#3

I find shooting a spacebomb or two up a gunboat's chute works too for fast results.


Yoshiyuki
Wed Aug 24, 2005 9:16 pm
#4






Yybacca wrote:

I find shooting a spacebomb or two up a gunboat's chute works too for fast results.







36 mark II space bombs + a Bomber Stike 3 on a gun ship in DS and I still have to kill it with guns.
mesan
Thu Aug 25, 2005 2:21 am
#5

Thanks for the advice. I'll try the strafing run approach you advise.



Steno Raldian
cl 90 Elder Jedi
Farstar-European

Reenno Raldian
cl 83 Elder BH/CM
Farstar-European

Zage Raldian
Noob chick

MysteryScout
Thu Aug 25, 2005 2:41 am
#6

for smugglers alliance that last mission in dant is hard. Follow the gunship at 560 and when it turns up dive down! and hit boost. You want itto stay at 600 from you at all times. just keep it that far and you will succeed



Wakan'da-Combat Medic/Privateer/Imperial Ace-Intrepid
Noraa Swifthawk- Master Image Designer-Flurry
jason67
Thu Aug 25, 2005 5:38 am
#7

couple pointers here....


1. Missles do very little damage to gunboats so don't bother, even spacebombs have very little impact.


2. Gunboats can hit you at roughly the 530m range so your ideal range is between 530m-600m. Once you get farther than 600m you can no longer hit the gunboat.


3. #2 really only applies to gunboats in kessel or DS as mentioned above, any mission gunboats are very aggressive and will not allow you to keep them at the ideal range.


4. Your first target should be either the engines, or weapon2 either one will work.


5. The majority of the damage to you is caused by weapon2 which has a full 180' firing arc off the back of the gunboat and rarely misses(wish I had a gunner this good).


6. Gunboats have a blind spot that is just below and behind them at roughly a 45' angle, this should be your initial approach vector, but will be hard to maintain after you engage because the boats tend to roll alot.


7. If you can not take a gunboat on in a straight fight then you should "Joust" with them. This forces them to hit you with their front firing guns which do significantly less damage, and are no where near as accurate as that rear firing turret. Though you should keep in mind that on your escape you will be hit from behind by that turret. Ideally you will want to hit your boosters as soon as you have reached the gunboat so that it has minimal firing time on you with that rear turret.


8. Another approach for gunboats is to try and stay right in that blind spot mentioned above, however this is extremely difficult to do once they start to roll on you and would require a very manueverable ship at lower speeds and a very good pilot.







HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
Ogoun_of_Kauri
Thu Aug 25, 2005 11:10 am
#8

First, use droid commands if you're not already. At lease weapons, cap, and engines overload 3 or higher and shunt 3-4.


Like was said above, joust them with weapon 2 targeted, fly by and shunt, get a little distance and get your cap full, shunt until you have full shields, come back and joust again, all the time targeting weapon 2, eventually when you chew through the shield the weapon will blow, then keep jousting it from the front (with weapon 2 gone they only get a couple hasty shots as you come at them so you have less down time rebuilding your shield.


Next hit the engine. No engine means you can fly around behind it hit it where gun 2 used to be (maybe stay a little below too). It can't hit you back, so slide in and hit it point blak until dead (just make sure you're below centerline as the turrets on top are still there).


Gunboat goes bye-bye. On to next mission.



...would master the pilot profession if the repeat mastery bug was fixed.

Kauri
Ogoun Astari
Master Shipwright (17 pt weapons and engines exp, 12 point chassis exp)
Smuggler's Alliance Ace


Starsider
Ogoun
Alliance Ace

Yoshiyuki
Thu Aug 25, 2005 3:16 pm
#9

WHY CAN'T POB SHIPS HAV 96K SHIELDS!?
mesan
Thu Aug 25, 2005 7:42 pm
#10


Thanks for all the advice guys. The "jousting" technique or strafing run worked a treat. Head on they're not that formidable to me in my Rhykxrrk.



Message Edited by mesan on 08-26-2005 03:43 AM



Steno Raldian
cl 90 Elder Jedi
Farstar-European

Reenno Raldian
cl 83 Elder BH/CM
Farstar-European

Zage Raldian
Noob chick

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