Need a TON of rebel and nutral help tomorrow night!!!

I need tier 3 and 4 pilots who are nutral and reb to help me take out this corvette. I'll also have a friend with some of his people there so...but we need alot. 7 of us at 4/4/4/4 couldnt do it alone unfortunately because we cant do bombing runs like Imps can (lucky bastages). Anyhow I need around 15-20 people max so that I know it'll die.

PLEASE HELP ME GET MASTER!!!! I'll give everyone a ride on my YT...and I want to finish this up so I can start RPing full time again.

Please meet at Corellia space station at 8pm EST toorrow night to help.
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Novall
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I am in.. :)

Should I be configuring my x-wing for "torpedo mode" versus "blaster mode"?
Ekade
The Kika'Vati Order
The Kika'Vati Order
Ekade wrote:I am in.. :)

Should I be configuring my x-wing for "torpedo mode" versus "blaster mode"?
Yes. rebel torpedos do alot more damage to imp ships then nutral ones. No joke.
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Novall
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I still need to figure out how to shoot my torpedos... I have them loaded, but I dont know how to get them to lock or anything like that.

Any advice?
Ekade
The Kika'Vati Order
The Kika'Vati Order
If you have a launcher loaded into your ship then watch the enemy as you have it targeted while within range. A series of beeps with a red/orage recticle around the enemy ship will indicate you are locking on. One final double-beep will indicate you are locked on. You only have to keep your target on or in a very close range to the targeted enemy recticle for a couple seconds before you are locked on and ready to fire.

Note: In another thread I can't find in order to correct myself I said you can load as many missles and countermeasures into your ship as you want. This is both true and not true. You can load them all but you might just be wasting a bunch. If you look at your launcher in your ship the stats will indicated how many missles/countermeasures it can hold at one time. It will vary depending on the type of launcher you have. There is no way to experiment in order to get this max number higher, you can only experiment on the missles themselves to get a higher quantity out of the pack. If you load more than the max your launcher can hold the rest will go poof and you cannot get them back.

This to me is a bug, it should not allow you load more than it can hold. Anything overloaded should spit the extra missles back into your inventory. Hopefully they will fix this.
Seret Sajet
SWG Tales Founder
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hmmm.. I must be doing something wrong because I never see the "locking on".
Ekade
The Kika'Vati Order
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Here are some of my thoughts on the mission...

1) The Group needs to stay together
2) There needs to be ONE leader that leads. People need to follow that leader. I kept asking what I should be doing and I never got an answer.
3) I felt our suicide run was somewhat productive. I saw the vette's shields go from 100% to 89% in less than 30 seconds before I died... and I died very quickly. I think we need to have a dedicated group of "Bombers" just go in and give it all they got, die, and come back and do it over and over until the thing is gone. The other group would be the "fighters" who keep the PVP'ers and NPC's off the bombers backs.
Ekade
The Kika'Vati Order
The Kika'Vati Order
Ekade wrote:hmmm.. I must be doing something wrong because I never see the "locking on".
I have yet to use missiles or torpedos, but taking a cue from some of the command keys for targeting, might there be a need to Cycle your current "Active Weapon" or Weapon Group?

I have lasers and ion cannons loaded and I can fire them "linked" or independent of each other. If you have multiple weapon types loaded maybe you have to Cycle to Missiles/Torpedos for them to start the lock-on process.

If you ever played any of the X-Wing/TIE series by LucasArts, you had to cycle to your launcher before you could get any lockage. (Just remember to cycle back. It's easy to waste a projectile when meaning to shoot lasers/ions).

As far as your Order of Battle, it sounds like you may have hit on something by allocating Bomber Elements to dish out the heavy ordnance on the Corvette itself, and Fighter Elements to keep enemy fighters off of the bombers' tails. Just as in the real world (and if it works that way, once again props to the game design).

Remember the Death Star Trench Run in the movie? It was the Y-Wings' responsibility (Gold Element) to make the torpedo run. The X-Wings (Red) were there mainly for cover and back up ordnance. You may even need some fast A-Wings on the scene for the strictly Fighter vs. Fighter role. And if you do use Y-Wings, use the ones with tail gunners to add to that "Watch my six, because I'm the one dropping the thunder" role.

My 2 spacebucks.

*dons "Will Tailgun for Food" T-Shirt*
Keer
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Ohh.. and if the Rebel ships do more torpedo damage, then perhaps it is they who should be doing the bombing runs. The Y-wing and it's longprobe variant have 120k mass and 180k mass respectively. This is perfect for loading the heavy high level reactors and shields.

I really think we can accomplish this, and I am excited about trying again. We might as well get good at it because there are a lot of us who want to be Master pilot. :D

I feel bad that we could not pull it off for Novall, but at the same time I feel like we learned a lot from the ordeal. This is a significant challenge, and once we pull it off it will be a major acheivement.
Ekade
The Kika'Vati Order
The Kika'Vati Order
Ekade wrote:Ohh.. and if the Rebel ships do more torpedo damage, then perhaps it is they who should be doing the bombing runs. The Y-wing and it's longprobe variant have 120k mass and 180k mass respectively. This is perfect for loading the heavy high level reactors and shields.
There ya' go. Once again, if it really is designed to work this way then it looks like maybe the Devs listened and threw a bone to game items that don't need to be used by a Master. Sure Masters will be able to use better components and the B-Wing is a Master craft, but having the Y-Wing potentially relevant to a major event pleases continuity and gives at least a nod to non-Master items and players. (SOE is scaring me!)
Ekade wrote:I really think we can accomplish this, and I am excited about trying again. We might as well get good at it because there are a lot of us who want to be Master pilot. :D
More props to SOE for the "getting us together dynamic" of this quest. And not just a clumsy attempt for the sake of socialization. Taking down a capital ship in hostile space would be a sensible reason for characters to band together. (SOE is really scaring me).

(somewhat off-topic, but riding one of the rails at least)
Keer
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Keer wrote:
Ekade wrote:Ohh.. and if the Rebel ships do more torpedo damage, then perhaps it is they who should be doing the bombing runs. The Y-wing and it's longprobe variant have 120k mass and 180k mass respectively. This is perfect for loading the heavy high level reactors and shields.
There ya' go. Once again, if it really is designed to work this way then it looks like maybe the Devs listened and threw a bone to game items that don't need to be used by a Master. Sure Masters will be able to use better components and the B-Wing is a Master craft, but having the Y-Wing potentially relevant to a major event pleases continuity and gives at least a nod to non-Master items and players. (SOE is scaring me!)
Ekade wrote:I really think we can accomplish this, and I am excited about trying again. We might as well get good at it because there are a lot of us who want to be Master pilot. :D
More props to SOE for the "getting us together dynamic" of this quest. And not just a clumsy attempt for the sake of socialization. Taking down a capital ship in hostile space would be a sensible reason for characters to band together. (SOE is really scaring me).

(somewhat off-topic, but riding one of the rails at least)
actually...until youve done it, it looks all fun and good.

In reality...its a bitch and I cant wait till everyone who wants to master and isnt an Imperial gets it handed to them like every other reb and nutral is.

Privateers are a joke. We cannot group with eachother or ANYOTHER pilot profession and use our specials without hurting the people were fighting with. 1 - 2 imperials can solo the rebel covette no problem using bomber strike 2 and NEVER EVEN GET TOUCHED BY IT.

Where the hell is the fairness in that or the "balance" in it? There is none. Now the imperials are camping the spawn in points of Kessel waiting for rebs and nutrals to come in so they can kill em. There are alot more imp masters then rebs or privateers at this point, and for every PvP kill a master gets...he earns prestiege points which means that they can pretty much blow up the rebel base in deep space with little to no resistance.

If anyone disputes this...you dont know facts or your an imp who doesnt want to admit the truth :)
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Novall
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Novall wrote:1 - 2 imperials can solo the rebel covette no problem using bomber strike 2 and NEVER EVEN GET TOUCHED BY IT.

he earns prestiege points which means that they can pretty much blow up the rebel base in deep space with little to no resistance.
Alright Novall, you know how I feel about this whole thing, but I have to dispute these two points here. Bomberstrike is highly effective against the corvette, but it doesn't nearly do it all. I have yet to see someone solo a corvette in a Non-Master ship.

Secondly, the Rebel bases are actually very easy to blow up. There is a technique to it that has nothing to do with prestigue points, but doing it the right way you shoulnd't get hit. Killing it is really one of the only reasons I'm still pressing on to master.
TramelRaggs
Lieutenant General
Lieutenant General
I'm game as usual to assist when I can and I'm online. Just message me ingame :D
Yala
Gorath Jedi Council
Gorath Jedi Council
I'm game as well. I'll come in with my alt char. he's not master, and only has one bloody skill box, but he's neutral/can go reb at the drop of a hat and can tail gun for anyone.
Nyase
Major General
Major General
Name the time, name the place, and the Trando'll be there.
Dossk
Mandalorian Mercenary
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