Pilot Archive
Thread: spinning gunboats in kessel
Space Bombs or a LOT of strafing runs. No other good tips for those ones, to be honest. I avoid them now, as they are mostly pointless to mess with.
Forward speed is not as important as Yaw, Pitch and Roll (YPR) rates. This has been my experience... in my crimson tie those 2 gun boats can not touch me if they do a shield shunt fixes the damage to the shield. When I put the same equipment in a Bubba-22 or the Jedi coffin, those 2 gunboats spank the hell out of me trying the same tactics I use with the tie. I spend more time shunting the shield than I do taking shots. I did figgure out what to do though. In the tie I can just weave in and out of the GBS staying close to them. In anything else I have to do straifing runs.
-Never fly in a strait line. twist, waggle, do whatever just never fly strait. The moment you do is the moment you get hit.
- fly at 1 gun boat and fire at it, never fly strait at it.
- once your straif is over fly out of there range about 300m-400m, never fly in a strait line,turn and do another straif.
I hope that is what OP is looking for.
AzzixxSWG wrote:
Forward speed is not as important as Yaw, Pitch and Roll (YPR) rates. This has been my experience... in my crimson tie those 2 gun boats can not touch me if they do a shield shunt fixes the damage to the shield. When I put the same equipment in a Bubba-22 or the Jedi coffin, those 2 gunboats spank the hell out of me trying the same tactics I use with the tie. I spend more time shunting the shield than I do taking shots. I did figgure out what to do though. In the tie I can just weave in and out of the GBS staying close to them. In anything else I have to do straifing runs.
-Never fly in a strait line. twist, waggle, do whatever just never fly strait. The moment you do is the moment you get hit.
- fly at 1 gun boat and fire at it, never fly strait at it.
- once your straif is over fly out of there range about 300m-400m, never fly in a strait line,turn and do another straif.
I hope that is what OP is looking for.
Thank that's much more useful but how do you factor in for hitting the edge of space? I can go into range with it and not get hit usually get it's shields down and armor down fast but then BAM I turn into the edge of space and the lasers soon hit thier mark. That's really been my problem with that tactic. That's why I switched to the dive bomb approach but it's vastly slower method.
KaylBreinhar wrote:
Actually, the best "safe distance" is around 530m. You don't get a lead indicator, but you can hit from that distance and be safe.
I need to try that, you dont need a lead indicator on a target that large anyways.
Snooze821 wrote:
Thank that's much more useful but how do you factor in for hitting the edge of space? I can go into range with it and not get hit usually get it's shields down and armor down fast but then BAM I turn into the edge of space and the lasers soon hit thier mark. That's really been my problem with that tactic. That's why I switched to the dive bomb approach but it's vastly slower method.
I have 3 waypoints marking the zone edge at what I call Waypoint 5. I have 5 WPs that mark the path the reb vette follows. WP5 is where it is supposed to exit the zone. Those 3 zone waypoints help me avoid running into the wall thus forcing me into a strait line.
The only reason those 2 GBs are sitting there is because the previous vette hunter was UBER RUDEand left them alive for the next vette hunter to deal with.
If I can't get behind a gunboat generally I just joust it. I've found that no matter how good of a dodger you are, as long as you stay in their turret range you're going to take a lot of damage. SOE made sure those turrets don't miss. So the secret is to get in and out of turret range as fast as you can. Strap on a fast engine and get a decent booster.
As soon as you enter the gunboat's turret range, hit the boost. You should have enough time to pummel it with shots and get a missle lock. Make sure you have some sort of chaff if they get a lock on you. You have to go absolutely straight until you pass the gunboat so you can get the maximum amount of landed hits and a missle lock.
Once you pass him it doesn't hurt to roll and possibly corkscrew a little bit, but get the heck out of range as fast as you can. With this method I hardly take any damage from the front, but the back can be tricky. Once you're out of range you can shunt if you need to. About 1500 out I turn around and go for another pass.
I've soloed three Nova Couriers like this without shunting. I know that they're not as beefy as the gunboats but that's only two less turrets than what you're up against now.
And lastly, what's all this talk about strafing? Last I heard strafing involves THE GROUND. haha
Have had a lot of fun on my server lately in our POB's taking runs at the gunboats in Kessel, and yes they are the "spinning" ones at the end of the zone.
I fly my YT across the end of the zone, and come within about 500m of the gunboat on either side (switch back and forth each run, keeps my gunners awake) and let my turret gunners pound it on the flyby.
Just upgraded to POB Elite shields today, so I'm really curious to see how we fair now.
Jabourn wrote:
Have had a lot of fun on my server lately in our POB's taking runs at the gunboats in Kessel, and yes they are the "spinning" ones at the end of the zone.
I fly my YT across the end of the zone, and come within about 500m of the gunboat on either side (switch back and forth each run, keeps my gunners awake) and let my turret gunners pound it on the flyby.
Just upgraded to POB Elite shields today, so I'm really curious to see how we fair now.
You'll love it. Its an extrafew seconds of hang time in weapons range.