Pilot Archive

Thread: TIE/Agressor Question

Obed
Tue Aug 23, 2005 5:16 am
#1

So, I'd had my agressor in my datapad for a while now, but hadn't realized it was a two-seater until yesterday. Needless to say, I was looking forward to getting off of work so that I could test out this baby.


My agressor is outfitted with looted boosters and droid interface (OK quality), looted cap (decent quality), Crafted Mark III Turret Gun and Reactor, and Crafted Mark IV everything else. Oh... and Mark III Protons. I took some duty missions out of Dathomir to test her out. My poor gunner had a rough time. No kills and very few targets. We did one full cycle. When the target wp changed we both had to log.


Though I tried to keep under my targets so that if they flew by me the gunner could get 'em, I'm thinking that the agressor is good for two things: Doing those 'gauntlet runs' where you're being chased by everything, and strafing runs on gunboats/YTs/Novas.


Am I on target with that?




Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
Shazbat
Tue Aug 23, 2005 6:15 am
#2

Applications of the TIE Aggressor are severly limited. While your gunner gets a rear (dorsal) cannon, that limits the pilots damage to 1/2 of what can be achieved in a TIE Advanced. A gunner whose gun doesn't overlap with the field of fire of the pilot is relatively useless. Strafing runs often require anything but a straight departure vector, making the rear gunner's chance of hitting close to Nil.


Likewise, it isn't an ideal "powerleveling" ship either, as the pilot is still doing all the work, but doing half the damage. When compared to a Krayt (which has three guns forward, as well as a turret that can fire foreward or aft), the Aggressor pales.


The only application I see for it is as you said, a mission in which you're being chased constantly. In that case, you still have to be flying straight (not a good way to survive) for your gunner to hit anything. Also, it requires being (or at least flying) slower than the ships on your tail, otherwise, it's better to pull ahead, and turn (ideally with 2 guns). Our navy provides all ships and parts to our pilots. Since JTL went live, I think I've filled one order for an Aggressor. It was returned for an Advanced soon after.


Adding a forward gun to the Aggressor would make it a valuable ship. Only then will it fill a role in a squadron (perhaps a slower, less agile Advanced, but with a rear gun). Until then, it's not terribly "Aggressive" (or useful).






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Kirkmeister
Tue Aug 23, 2005 6:50 am
#3

It's a shame the player aggs's aren't as accurate as the NPC aggs. I'm a rebel, and I'd say they are the only ship, bar the bungoats that cause any damage. I have an ARC ( i suppose the reb equivilent of the Agg, only the turrets do over lap, to provide some fire coverage at the back) and I find it very useful against bungoats and larger targates. I haven't really PvP'd with both gunners, but I think it might be worth something, as they can lay down fire from behind as well, thus reducing the opponents safe zone.



Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
LeaphChausew
Tue Aug 23, 2005 7:42 am
#4






Kirkmeister wrote:
It's a shame the player aggs's aren't as accurate as the NPC aggs. I'm a rebel, and I'd say they are the only ship, bar the bungoats that cause any damage. I have an ARC ( i suppose the reb equivilent of the Agg, only the turrets do over lap, to provide some fire coverage at the back) and I find it very useful against bungoats and larger targates. I haven't really PvP'd with both gunners, but I think it might be worth something, as they can lay down fire from behind as well, thus reducing the opponents safe zone.





Bungoats? Are they some kind of wheatbased mountain residing quadriped? Anyway...yeh good valid points. The Aggressor is the one npc ship which gives newer rebel pilots aggro however it is ironic that it is terrible as a player vessel.

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