Pilot Archive

Thread: POBers Guide to PvP

Kirkmeister
Tue Jul 26, 2005 11:38 am
#1



Having posted up a few threads about taking out fighters in PvP with my Nova, I have had a few people ask how I managed to do it. I feel it’s no longer down to luck, as I have now killed over 12 people in the Nova, 5 of which were all taken one after the other on Saturday night .


So this is a sort of guide to how to make your POB as viable option in Deepspace PvP. It’s my first go at this sort of thing, so forgive me if it doesn’t go too well. I would also like to invite any comments from other people experienced in POBs to voice their opinion as to how we can all improve a POBs standing in space PvP.


Firstly, I think the load out and spec of my ship need to be told. After all, this is the part that does most of the work.


Nova Courier.


Reactor- 33k mass, 16000 generation rate.


Engine- (looted lvl 10) 34k mass, 81.3, 79.8, 82.4 PYR, 91.1 Speed


Shields, Elite crafted 3.5k F/B 13.5 regeneration. Can’t remember mass.


Front armour 2.5k 23k mass


Rear armour 2.5k 24k mass


Capacitor 1036 Energy charge, 50.1 regen 44k mass


Booster 43.4 Accel, 34.2 Top speed, 23k mass (this may be wrong, as I’m doing this from memory)


Droid interface- 9.7 speed, 23k mass


Weapon 1- lvl 10 unRe’d 4.5k dam .660 shields, .660 armour .450 refire, 33k mass


Weapon 2 lvl 10 unRe’d 4.3k mass .660 shields, .600 armour .450 refire 34kmass


Missile 1 Mk II Image recs


Missile 2 Mk II Image recs


Missile 3 Mk II Image Rec/ Mk III Concussion


Counter measures, EM emitter


LvL 6 flight computer with, reactor overload 4, capacitor overload 4, engine overload 3, weapon overload 3, cap-shield 4, Front shield enhance extreme, shield normalisation.



Crew,
Pilot, master Pilot (me), co-pilot (master pilot, sometimes rebel or Imperial), Gunners x 2 (both master Pilots). It must be said that my crew is usually all imperial apart from me. Once you declare at the rebel station anyone can use the opps chair, and at the moment my mate, who’s imperial is usually sat there .


Preparing for combat.

We usually run all programs at a safe station, and use the 25, 25, 50, 100% repair method to avoid decay. We then head to Dantooine, to declare, and then head into Deepspace. Once there, we warm up with a few Tier 5 Tie fighters, anything will do to get our eye in. We find we don’t have a problem with any form of tie fighter, aggressors, interceptors advanced. They are all no problem at all. But, we go into Deepspace to look for PvP, so this is what we look for.


On entering Deepspace, we all use /who to show any players who are not /anon. we personally go in visible, as we want people to find us. It’s quite funny, to see just me as rebel ace, and all my crew as Imperial ace’s. Needless to say, at all times, we spam Z, to locate any players that venture close enough to us, to become a threat.


Once a player is located, we then gear up to engage. We all use team speak to aid in communication. There’s nothing worse then typing Imp! In group to find the chat lags for 20 seconds, which is a hell of a long time in PvP. I drop speed to 50% and turn to engage the fighter head on. We normally have the shields on equal, sometime we will boost them to front enhance, but this leaves you wide open to attack from the rear. After turning towards the fighter I keep him level with my nose, this allows me to get a lock, and also my gunners to get a good view of the fighter. My gunners start firing as soon as he starts to near range. We all target engines, this way, if we hit, he will have severely reduced mobility, unless his shields take the damage, but with 2-3 Image recs hitting him, it’s usually enough to take them or disable him to the point of being useless.


I find missiles are the big bonus to PvP in a Nova. Image recs lock in no time, enough to actually get a lock, release them, and dive out of the way of his closing guns. If they pass us down the side, I let my gunners track him, and once out of range, I turn to face him again, and try and get another lock. The PYR of my ship allows me to track most fighters, and my gunners normally face forwards, as we are all more used to firing to the front, I keep on an even plain, avoiding any spinning and rapid movements.


If we get multiple targets, we call out who we are going to take. I pick one, target engines again; the gunners take another and target engines. This way, we can deal with up to 3 targets, and cause some damage before we take any ourselves.


Of course, in PvP the level of damage is a lot higher than PvE, because of this, we all carry multi-purpose repair kits. This way, even a gunner can jump out and fix something that is in flames. We try and keep going until we get disabled/ killed with only necessary repairs. If it gets too bad, we will jump out, repair, reload and jump back in for the next round.


So to summarise, my best weapons are missiles, what is the point of 3 ordnance slots if you don’t use them. I appreciate the strength of these weapons, so I carry the best counter measure I can get. After all, we are a big target, that’s easy to get a lock on. I know, if I ever go up against a POB in my fighters, I always lead with a missile, and follow with guns. I have a nice engine, not the best by far, and certainly not the fastest, but it allows me to track and keep up with my targets. I have a crew more than experienced in space, even though we are still learning about POB PvP. Even though we have only done this for a couple of weeks, I feel we do very well. We have taken 5 straight kills of late, and have killed over 12 pilots in all, maybe more now.



As I said at the beginning, this is a work in progress. If people have things to add, then please do so. I want people to understand that the POBs are more than viable as an option for fun space combat. And the comradeship it brings as being part of a crew is fantastic. So if you have anything to say, please feel, free to add to this. I’m still learning, and would like to hear what other people have experienced, that I can use to improve my skills as a POB fighter killer.

Thanks,

Yan


Message Edited by Kirkmeister on 07-26-2005 07:40 PM



Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
CommTampers
Tue Jul 26, 2005 11:45 am
#2

I'm not much of a POB expert, but there is one huge gaping flaw in your loadout. The most important attribut for turrets is a fast refire. In my POB, I use two Nut-Bolt guns with .260 refire. These are much more effective at tracking with the PvP intent. It makes it much easier, especially for noobs, to be accurate.





Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
Kirkmeister
Tue Jul 26, 2005 11:48 am
#3

I find they do quite fine, I wouldn't say they are a gaping flaw, seeing as we have that number of kills, and we don't fly every night
I agree they do need to be faster, but getting another 18 lvl 10 cannons, takes quite a while

Message Edited by Kirkmeister on 07-26-2005 07:49 PM



Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
Orykko
Tue Jul 26, 2005 11:53 am
#4

I think that is a great guide. However, I had one question. You mention that you run your programs then repair (25,25,50), but I thought repairing restores your overcharged components to their normal state?
JanuHull
Tue Jul 26, 2005 1:08 pm
#5

Kirkmeister, please note that the following Elite POBComponents are of sufficient increased value to be worth the investment.


Elite Armor: 255k Mass, 2850+ Armor points (Type V enhancer)
Elite Reactors: 250k Mass, 23500+ Energy (Type V enhancer)
Elite Capacitors: 250k Mass, 1150 Energy, 64.4 Regen (Type V quick charge battery, though these values can change if a battery enhancer is used to increase energy)
Elite Shields, you've listed
Elite Boosters, 1930ish Booster Energy, 196 Burn Rate, 54.3 Acceleration, 49.4 Top Speed




Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Kirkmeister
Tue Jul 26, 2005 2:26 pm
#6


Cheers Janu, I'm trying to find a shippy with the resources to make these for me. We do have a guildie, but the stuff he's made, apart from the shields, dont match the looted so far. It is a work in process and I'm looking to improve wherever I can. Armour is one point, and the booster would be next. He did make one for me, but the burn time was a lot shorter then my present looted one. After that, I would then try a cap, but my Holy grail is a higher spped engine, with the stats on the PYR that I have now. I could try an RE, but getting 10 engines of that caliber will take some time. As for a reactor, yes I'm looking for one. This is the best i have at present and I'm only 400pts over on my energy consumption, but If I can I will get better. Thanks for the feedback, and If I can get a reactor to cope with the energy, I would try EO4, until then I can and do cope with EO3.


In answer to how many times my gunners hit. Well in the PvE they hit 80% I'd say at a guess, PvP is a little different, as the missiles do most of the initial damage. I took 3 of us up yesterday. I don't know if you know or not, but gunners can use the Cap-shields shunt command from the turret. This is the main program used by the Opp chair, so if pushed, you can lose opps and run with 2 gunners. I wouldn't keep with Opp and 1 gunner, as your coverage is greatly reduced.




Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
Dragon942
Tue Jul 26, 2005 2:37 pm
#7






Kirkmeister wrote:


I don't know if you know or not, but gunners can use the Cap-shields shunt command from the turret. This is the main program used by the Opp chair, so if pushed, you can lose opps and run with 2 gunners. I wouldn't keep with Opp and 1 gunner, as your coverage is greatly reduced.





Well that's awesome. Now I can run with a minimum crew of 2, and if I take up the three like I was thinking I can have both guns. Thanks for the info




Starscreamer Sapphire
Starsider
Loki_Ashaman
Tue Jul 26, 2005 2:55 pm
#8


Looted boosters will generally have a higher run time then most of the crafted boosters you will find. Most RE'ed boosters have around a 12-14 second (or more) run time. Strangely enough, the Odd level loot boosters that are ignored as junk are the kings of run time, too bad their speed and accel are so poor.


The advanage of the crafted boosters is the raw speed. The speed upgrade has amazing output. On the final product, maxing speed and then putting the rest of the points into consumption will result in a 9 second crafted booster (10 second will some nice amazings). Make sure you tell the SW to put the points to consume, and not energy. Putting into energy will also result in a 9ish second booster, but the recharge will be 60 second whereas the consume direction will only be around 40 seconds. Alternately, you could have him do consume first and then speed, but I don't recall how that turns out off the top of my head.








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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Dragon942
Tue Jul 26, 2005 3:00 pm
#9

What good is burn time (if you sacrafice the other stats)? Are you really using this booster for travel? I'd much rather focus on the acceleration and top speed both for combat manuevers and quickly escaping a sticky situation.



Starscreamer Sapphire
Starsider
JanuHull
Tue Jul 26, 2005 3:00 pm
#10






Kirkmeister wrote:


Cheers Janu, I'm trying to find a shippy with the resources to make these for me. We do have a guildie, but the stuff he's made, apart from the shields, dont match the looted so far. It is a work in process and I'm looking to improve wherever I can. Armour is one point, and the booster would be next. He did make one for me, but the burn time was a lot shorter then my present looted one. After that, I would then try a cap, but my Holy grail is a higher spped engine, with the stats on the PYR that I have now. I could try an RE, but getting 10 engines of that caliber will take some time. As for a reactor, yes I'm looking for one. This is the best i have at present and I'm only 400pts over on my energy consumption, but If I can I will get better. Thanks for the feedback, and If I can get a reactor to cope with the energy, I would try EO4, until then I can and do cope with EO3.


In answer to how many times my gunners hit. Well in the PvE they hit 80% I'd say at a guess, PvP is a little different, as the missiles do most of the initial damage. I took 3 of us up yesterday. I don't know if you know or not, but gunners can use the Cap-shields shunt command from the turret. This is the main program used by the Opp chair, so if pushed, you can lose opps and run with 2 gunners. I wouldn't keep with Opp and 1 gunner, as your coverage is greatly reduced.







My original toon's a master and I'm pretty efficient at mining. I've made all my own components and used three 30k resource rewards to maximum effect. When the POB engines get fixed, I've got 28k of the necessary asteroid resources to make POB engines with 1000oq on both.


I'm looking forward to the title of 'Fastest hunk of junk in the galaxy'.


As for Elite components playing second fiddle to looted level 10s, all I can say there is .





Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

JanuHull
Tue Jul 26, 2005 3:04 pm
#11








Kirkmeister wrote:


I don't know if you know or not, but gunners can use the Cap-shields shunt command from the turret. This is the main program used by the Opp chair, so if pushed, you can lose opps and run with 2 gunners. I wouldn't keep with Opp and 1 gunner, as your coverage is greatly reduced.





Holy...




Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

JaekeW
Tue Jul 26, 2005 3:25 pm
#12






JanuHull wrote:







Kirkmeister wrote:


I don't know if you know or not, but gunners can use the Cap-shields shunt command from the turret. This is the main program used by the Opp chair, so if pushed, you can lose opps and run with 2 gunners. I wouldn't keep with Opp and 1 gunner, as your coverage is greatly reduced.





Holy...






I'm thinking you didnt know this. The operations chair really needs more to do than press a shunt button every now and then. I'm in favor of letting them have control of the missiles, with some ability to move the targeting reticle in the forward fire arc. Give the pilot a different colored box around the Operations officers target so he knows kinda which way to point. And reloadable missile launchers in space.



Expired Dec. 10 2006.
"I'm going on a very long holiday. And I don't expect I shall return. In fact I mean not to. " --- paraphrased with apologies
JanuHull
Tue Jul 26, 2005 3:31 pm
#13






JaekeW wrote:





JanuHull wrote:







Kirkmeister wrote:


I don't know if you know or not, but gunners can use the Cap-shields shunt command from the turret. This is the main program used by the Opp chair, so if pushed, you can lose opps and run with 2 gunners. I wouldn't keep with Opp and 1 gunner, as your coverage is greatly reduced.





Holy...






I'm thinking you didnt know this. The operations chair really needs more to do than press a shunt button every now and then. I'm in favor of letting them have control of the missiles, with some ability to move the targeting reticle in the forward fire arc. Give the pilot a different colored box around the Operations officers target so he knows kinda which way to point. And reloadable missile launchers in space.





No, I didn't know. I've been up in my Nova with just me and a top gunner, this just opened up a LOT of gameplay options.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

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