1 (edited by ICANDO 2007-09-30 12:33:43)

Topic: A space combat guide

Rules of engagement:

1. A-Wings, Tie-Fighters and Tie-Interceptors never, I mean Never, go after capital ships in case you don't wanna live long and prosper (oops wrong universe). The laser cannons do not deal enough damage to justify your attack and probably your death.

2. X-Wings, Y-Wings, B-Wings and Tie-Bombers are meant to be used against capital ships. Use your secondary weapons to attack the capital ships and "lead" your aim, missiles and torpedoes are slow. Once you're out of ammo go for fighters or better get destroyed to bring another bomber and unleash another chain of torpedoes onto your target.

3. On the Escape from Hoth mission you have to protect the Gallofrees at all costs. Y-Wings have to destroy the big guns on the Star-Destroyer (You don't get hit confirmation but they can be destroyed and they have to be destroyed). X-Wings can help on that, too. A-Wings and X-Wings have to intercept the Tie-Bombers, because they are the only ones which have the capability to destroy the Gallofrees. A-Wings should only help on bombers in emergency, they're to protect the X-Wings which probably get chased by Tie-Fighters.

Sounds logic? Well, I hate to see people in Tie-Bombers being proud of an X-Wing kill. You have failed the emperor soldier. Concentrate on your role in a certain craft and you'll probably be on the winning side, same for the Rebs.

4. Watch the space ahead of you. If a single contact in front of you doesn't move, it's either a capital ship or an enemy fighter waiting to open fire when in range. Now the gamble begins. Try to be first on centering him in your crosshairs and open fire, your guns don't overheat. If you're close to your mission objective start turning slightly and stay on full throttle and when in range attack your mission objective. Your mission is done when you're out of ammo.

5. Y-Wing gunners often have a hard time hitting anything. In most cases people don't know what they are doing. Y-Wing pilots go for the guns on that Star-Destroyer, if the six o'clock position is clear the gunner may help. Squad up to be able to use team-speak. Gunners order the pilot to stop  turning for a brief moment to pick off a target on your tail, you're most likely quicker with the turret than him in his Tie.

May the force be with you.

Re: A space combat guide

6. Work together. If you're the captain of a Carrack Cruiser and there's an A-Wing eating away at your hull from behind, send a message immediately asking for fighter support. If you are in a fighter and receive such a message, act on it immediately - find out whether or not you can help, and get to it if you are within reasonable range.

Same, incidentally, goes for ground combat. The walker should not set off alone.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: A space combat guide

What I generally see lacking is fighter escort for the capital ships on both sides.

And it's best for the rebels to form the capital ships up. Safety in numbers and you can watch each others vulnerable rear alot better than going solo.

4 (edited by Robbiesan 2007-09-30 12:57:41)

Re: A space combat guide

Gotta gree with Mega-Death.  It's soooo fun to just fly around in space chasing after enemy fighters, but for the Hoth map protecting the transports and capital ships is of the utmost importance.  I'd really like to see the rebs finally get three transports away safely and win a round.  So far I have not seen one make it, though not for lack of trying.  I think in this case squad play would truly benefit.  Some squad members proving fighter escort for your squad's transport would make for good mission play as well as that warm and fuzzy teamwork feeling.  It can be done I tell ya!!  smile  Also, I understand you can repair and re-arm by flying near your transport so collect them airmiles.  smile

Oh, one last bit on support.  The Y-wing with a gunner can be pretty tough to take out.  A good gunner can keep them pesky fighters off your tail.  Y-wing pilots, when you have a gunner remember that flying in a straight line for a short period of time can afford your gunner the time needed to blast the enemy fighter on your tail.  (KrazyKyle and I were doing this the other day and it definitely helped)

May the force be with you.

"Hey, you there!"  smile  (remembering the fun of GC)

Re: A space combat guide

Thanks for the tips.

http://i237.photobucket.com/albums/ff316/Terry7144/terry1copy3ou3ox.jpg
http://i237.photobucket.com/albums/ff316/Terry7144/untitled-2.jpg
http://www.game-monitor.com/server-stat-image/0/FFFFFF/000000/0000FF/000000/206.196.124.10:16567.png

Re: A space combat guide

Just one question. What is the utility of the principal gun of transports rebels (Gallofree)? There's munitions, ok, but for what? shield? a tractor-ray? because i don't see light effects...

(Sorry for my bad english, i'm french wink )

http://storage.canalblog.com/47/64/227196/17816030_m.jpg

Re: A space combat guide

You're wrong about the Y-Wing. It's not only a bomber, it's multi- purpose. It's a good dogfighter, perfect for the "piggy in the middle" times when you're trying to take an enemy fighter out while there's one on your tail.

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