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_Anonymous

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  1. EMPs destroy mines without detonating them. So no, they can't be detonated by the bomber. That being said, EMP is a utility because mines, drones and turrets aren't a threat to you with CP (except for interdiction effects and a very rare armor pen railgun drone on the node), and you have heavy lasers and concussions to deal with CP (so you don't need the shield disable).

     

    Should have read the description of the EMP missile more carefully - once, it claims that the missile "deactivates mines and drones", but then it says "destroys mines". Well! :rolleyes:

     

    I have bought the Quell yesterday and am currently upgrading it. I plan to try both a highly specialised anti-bomber build with all the damage reduction I can get (CP, Deflection armour, Structural support - aka the mine-eater), with Concussion and Cluster missiles to have a little defence against scouts and strike fighters, and a more mutli-purpose version without damage reduction but with EMP missiles, which I hope still makes a bomber's life hard but is not as much fodder for the scouts as the mine-eater. Let's see how they compare!

     

    Thanks again for your help, Greezt - your input made me think about the build a lot, and I cannot wait to try it out!

  2. Oh, one more question: Can mines disabled by the EMP missile be detonated manually by the bomber?

     

    EDIT: Did not read your new post before submitting mine - thanks for the input again! I liked bringing the EMPs because disabling mines, drones and bomber abilities sounds like a really sweet deal. I will see how badly I fare against scouts and alter the build accordingly.

  3. [...]Edit: In regards to your build, torps are useless under a satellite. 2.7 seconds is more than enough time for any competent bomber to LoS you. Disabling engine abilities is useless against bombers too., so disabling shields is much more useful. Also, if you intend to fight bombers, CP is much better than directionals. You can get up to 94% DR, and don't forget if you eat a seismic or concussion mine, it's gonna hurt a lot with directionals.

     

    Barrel roll will be less useful than koiogran turn, since it means that the first lock you break you have to leave the node. With koiogran turn, you can stay on it while avoiding missiles.[...]

     

    That's some good input, thank you! Coming from a scout, I am not experienced with the more difficult to lock-on missiles. What I liked about the torpedoes is that they ignore damage-reduction and shields, but locking on will be tough. I might give them a try, but will keep the concussion missiles in mind. I agree that disabling the shield ability is more important - beginner mistake on my side. CP is more difficult for me - I see its great value against concussion and seismic mines, but I feel it makes me even easier to kill for scouts, especially for those bastards with burst cannons like myself. ;) Directional shields were my compromise between bomber-killing and general survivability - which I will need without a coordinated team. But I will try deflection armour to be a bit safer from mines.

    I chose Barrel roll for mobility, but you are right about staying close to the node. I will give Koiogarn turn a try!

     

    Thanks again for the feedback - I will try the now adapted build in game and will report back. It might take a while until I have scraped together the necessary requisition points, though.

  4. Hey guys!

     

    (Lengthy intro - essential information further down. ;))

    I would like some input on an anti-bomber strike fighter build. A little background as to why I am thinking about such a thing: I love to play my Sting, and I think I am a formidable scout pilot. However, I feel pretty helpless in domination matches in which the other team consists of several bombers defending two satellites. I lack the staying power and the tools in my scout to take on a holed-up bomber, and as team-play seems not to be the Empire's strong point on T3-M4, I usually end up flying loopings between satellites hoping to catch the one or other strike fighter or scout which strays from the flock. I have tried to play a gunship, but sniping is just not for me - thus, I am looking for an alternative in these matches.

     

    In short: Looking for a ship (not a gunship) and build to free satellites from bombers with minimal help from my team.

     

    My idea: Build a missile carrier (Quell) to damage bombers from far away, disable mines/drones and then finish them with blasters as needed.

     

    Build proposal: Dulfy's calculator

    The build focuses on optimising missile use (large payload, slightly shorter reload times, etc.), with heavy lasers for shield piercing and armour ignore to finish off damaged enemies. Increased turning rate and lightweight armour to not be too easy a target in dogfights. I am not totally sold on the armour though, as the other options seem better in surviving mines.

     

    What do you pros think of this idea? Feasible? Worthless? Any input is highly appreciated. :)

     

    Happy flying!

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