Pilot Archive
Thread: POBers Guide to PvP
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.
Message Edited by Kirkmeister on 07-26-2005 07:40 PM
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.
Message Edited by Kirkmeister on 07-26-2005 07:49 PM
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
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.
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
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.
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.
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
.
Holy...
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.
JanuHull wrote:
Holy...
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.
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.
JaekeW wrote:
JanuHull wrote:
Holy...
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.
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.