Pilot Archive
Thread: A Pirates call for help
Page 1 of 1
MechaRanger
Fri Jul 22, 2005 2:34 am
#1
Im in a bit of a tight spot. I just got the 4th Astromech box, effectively allowing me to go for Master Pilot (Flight Artistry). The mission given to me before I can resume duty missions is to go and kill some spawns of different faction Aces. First is some Imperial Ace in an Oppressor with 4 Advanced escort fighters which I can handle pretty easily. The next part is where I get stuck. I have to eliminate some CorSec jerks. I take out the 4 Firespray escorts, but Gunboat is too much to handle. Ive tried using the 550 meter Tactic and the Underbelly Attack technique but niether of them have worked. Is there anything that really works well with these things?
negilum
Fri Jul 22, 2005 3:05 am
#2
there are two basic ways to kill gunbaots, which one to use depends on wheather the gunboat flys along a predetermined course or if it chases you. if it's traveling a specific course make strafing runs from below and behind at around a 45% angle. if it's chasing you you're going to have to joust with it. start your attack run around 1km out and spiral in. once you're in range take some pot shots and boost away. either way rinse and repeat. target the engines, once they're disabled it's a sitting duck. you'll need both weapon cap overload and cap to shield shunt to keep your shields full. whenever your shields start getting low break off your attack and wait till your cap and shields recharge. since you have the 4th astro box you should be using reactor overload 3, weapon overload 3, weapon capacitor overload 3, engine overload 3, and either capacitor to shield shut 3 or 4. when boosting away always spiral and juke, that will minimize the nuber of hits you take. if you're still haveing trouble you can invest in some high powered missiles. bringing a wingman along will also help a lot.
MechaRanger
Fri Jul 22, 2005 3:27 am
#3
the only problem is that Im usingan Eta-2 and I cant use boosters, and Im trying to get awingman to assist. I hadnt thought about the droid commands, only because Im not knowlegdable about the specifics on how to use them.
negilum
Fri Jul 22, 2005 3:43 am
#4
definatly go out and get a level 4 astro droid and the commands i listed. once loaded you'll feel like you're flying a completely different ship. use the 4 overload commands right when you launch starting with the reactor overload, then weapon overload, cap overload, and engine overload. cap to shield shunt is the only one that you'll be using during combat. the level 3 version transfers 75% of your cap energy to shields, the level 4 transfers 100%.
more information about the droid commands can be found here
also you might want to travel to a different planet to launch, loading the commands takes a few minutes and depending on the mission those few minutes might be the difference between success and failure.
more information about the droid commands can be found here
also you might want to travel to a different planet to launch, loading the commands takes a few minutes and depending on the mission those few minutes might be the difference between success and failure.
Message Edited by negilum on 07-22-2005 06:47 AM
Arsani
Fri Jul 22, 2005 5:37 am
#5
Only use a flight computer, not an astro droid, thost are for Rebs and Jedi Starfighters only. You want to get weapon overload 3 and engine overload 3 from an imperial, and use your own capacitor overload 3 and reactor overload 3 and shield shunt 3 or 4. I'd advise against using the level 4 overloads, as they cause enough damage to your subsystems that you incur decay when you repair. The level 3 commands give you damage that is so slight you get no decay as long as you repair before you land, or use the commands again.
Oh yeah, and Yaaaaarrrrrrrrrrrr!
Message Edited by Arsani on 07-22-2005 08:38 AM
Attacca
Fri Jul 22, 2005 7:15 am
#6
In my sig is one more guide on droid programs for you.
Rethink your loadout, boosters are very valuable against heavy targets. You should be able to fit a level 2 booster in there - that's plenty for shooting out of a tight spot.
MechaRanger wrote:
the only problem is that Im usingan Eta-2 and I cant use boosters, and Im trying to get awingman to assist. I hadnt thought about the droid commands, only because Im not knowlegdable about the specifics on how to use them.
Ogoun_of_Kauri
Fri Jul 22, 2005 7:33 am
#7
I've been playing with gunboats in kessel a lot lately waiting for vettes to spawn.
I like to target gun number 2 first. (run 2 is the rear turreton Imperial gunboats, not sure which model the corsec ones are, but substitute the appropriate number if it's not 2). I fly a krayt and rundroid overloads. I also have a booster. I make lots of straight, fast passes by the ship, hammering away at weapon 2 but only until I start taking fire, then I hit boosters and keep going past it. My shields drop pretty fast, so there's little margin for error. I keep level 3 and 4 shunts available, usually hitting level 4 once I stop shooting and start boostering away.
Taking down gun 2 doestwo things in my experience. As you make your pass from front to rear, once that gun is gone you can booster away without taking as much fire. This lets you save a lot of capacitor energy and make your passes faster (rather than having torun and recharge). The second thing about killing gun 2 I like is that my next target is the engine, and with the engine and gun 2 gone, I've been able to sneak in behind the gunboat and fire away without the other turrets being able to hit me, and with no engine the ship can't turn to bring the other turrets to bear.
Anyway, this is a krayt with 4 guns, a level 8 reward shield, 1390ish top speed (before boosters). Your mileage may vary.
Page 1 of 1