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Page Three
ANTI-CAPITAL SHIP TACTICS
Introduction
Note (by timski): There aren't many, but carriers, cruisers and
destroyers can really make a mess of your day. Forget the sensible
weapons you'd use for smaller ships as most barely damage capital
ships, and those that do are painfully slow, which tends to be
unhealthy for you.
Like a hot knife through butter (posted by timski):
So
try a mining laser: the ultimate capital ship killers. Get nice and
close and you'll be blind to most, if not all of the capital ship's
weapons. Turn the mining laser on, and within 20-30 seconds the target
will be gone. Notes (by Jet)
1: of course this also works well with more efficient beam weapons (Cutting beam and Antimatter Beam).
2:
keep the max range of the beam in mind, the fact that they can't be
aimed and the fact that on continuous fire a beam discharge in 6
seconds. 3: as the TRI setting doesn't have an effect on beam
weapons it can be useful to divert Max Power to Shields in order to
minimize the damages dealt to you by the capital ship.
Thor's Hammer:
Finally
something that rockets are useful for. Since they bypass shields and
the firing rate makes them more interesting to use on slow capital
ships, even Gnat rockets are useful for small capital ship types.
Another advantage is their huge range which allow you to attack from
far far away (during testing, I nailed a destroyer 60 kms away using
gnat rockets!!!) Note: if you have the weapon link and multiple
Launchers in your loadout, try having the same type of loadout in their
magazine so that if you fire in salvo mode every one of them will fire
at the same time.
Meson Inferno (suggested by Ashurek on another thread):
To
deal with capital ship outside of their gun range with some
effectiveness, a group of Longbow Sniper Cannon is the ultimate choice.
You deal full damage (which can be maximized by TRI setting) at up to
17.85 km and as the Sniper cannon bypass shields you don't have to
worry about the orientation of the target to minimize shield effect. A Navy heavy cruiser (the toughest ship out there) can be
killed by 22 successful hits (without taking autorepair and armour into
account) with Max power to Weapons and range under 17.85 km.
Dead angle:
There's
a range (quite close actually) where stopped (ie. speed = 0 m/s)capital
ships seems to have a dead angle and stop shooting at you (except maybe
once in a while but not enough to overwhelm your shields), the balance
is delicate to achieve because the capital ship will move to maintain
the distance if you come too close to it. I once toyed with a Nova Heavy cruiser destroying all it's turrets without being shot at a single time.
Note:
Of course that means that you have to be still yourself for best
effectiveness, which means that the capital ship should not have any
escort left to bother you.
T-FIGHTERS
Author: Brett
- Engaging multiple enemies:
While
it is nice and often effective to focus all your attention on removing
a single threat before moving onto the next, later on in the game, when
your active arsenal is substancial, it becomes a much more liberal
obligation. I can quite happily dispose of a target with my primary
weaponry, whilst at the same time have Lori and Az not only covering my
back, taking out the odd target, but also softening up the next
substancially. When my target is destroyed (and thanks to the large
amount of hardpoints on my ship of choice, the advanced patcom, this is
usually a matter of milliseconds) i can add a bit of yaw or roll to my
current vector and fire off a few more rounds to finish the next target.
- Control:
Often
thought of as a con with T-fighters, i've found control over them is
more than satisfactory. With quick recall of the t-fighter control
numbered keys, you can just as easily fire off what i like to think of
as secondary weapons as you can the primaries. Good awareness of the
contact list and the ships around you mean you should be able to engage
and evade multiple targets.
- Overheating:
Nothing
is more annoying than firing off your lovely arsenal of beam weapons
and PBCs to then have to sit for a crucial couple of seconds while your
heat goes back into the safety zone. By handing a couple of those PBCs
over to the t-fighters, you retain the control and the linking if you
wish, but remove the overheating.
- Missiles:
While
some of the latter missiles are very skill-based, early dummies and
fire-and-forgets simply /cannot/ be relied upon to do any significant
damage to an opponent. Load Az and Lori up with as many of those lowly
seekers as you can, and then turn your attention to more vital areas.
They may get through those missiles bloody quick, but truth be told it
doesnt really matter, as they'll only work to soften up your targets.
All i can say is that when Az and Lori go into battle, i often find
that they're taking out the escorts of ships that i can fully turn my
attention to. Thought their missiles may run low after a 5 minute
battle, they'll still hand out the pain liberally.
- Adequate storage:
You
feel that by leaving the base with your two turret fighters you are
denying yourself those 20 extra missiles and perhaps an extra PBC?
Worry not. I can happily have substancially heavy primary weapons along
with a single cutting beam for those nasty cruisers. Along side that, i
have a quad-pack launcher and an internal magazine which hold all the
missiles im likely to need if i use them sparingly. Let it be known
that im more of a PBC\beam person than a missile person. Missiles have
their place, and its an unreliable place. Fire them off, by all means,
but dont expect the target to die. A lucky block by their LDA and you
still have a functioning enemy on your tail, much better to launch
those missiles then go in with guns-a-blazing.
- Survivability:
A
problem, i admit, but you'd have to be /very/ unlucky to loose your
T-fighters at a crucial moment. Enemies invariably target Cal himself,
and only by chance does a shot of theirs land on a T-fighter. In the
few instances i've lost T-fighters, its been beacuse of a beam weapon
blowout. But even then, once gone, a good pirate will have enough
random crap lying round to quickly replace it. Its invariably towards
the end of a battle which is already won when you loose your
T-fighters, or a battle you are certainly on the loosing end of.
- Versatility:
The
T-fighters biggest asset. Although it is frequently illadvised to be
undocking those t-fighters with their paper-thin armour into battle, if
used effectively they can do a fine job. They still appear to become
secondary targets to any enemies, and i seem to remember quite
effciently using them and my wingmen to defend Hoffer's gap while
gunstars came online. Remember these are two standalone ships. Launch
them, and you become a small fleet.
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