User:Notjarvis/Public Cadet/Galving: Difference between revisions

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{{Title|Galving Bases}}
{{Title|Galving Bases}}
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Latest revision as of 03:59, 30 March 2011

Open Cadet  · Edit

Galving Bases


This section deals with using fighters to minor destroy bases. To do that you either need adv figs and galvonic blasters.


Galving

The galv can only damage minor stations - teleports, outposts, and refineries - and ships, of course. In fact it is very good against capital ship hull.


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Note Iron Coalition stations are immune to galvs.


Loadout

Mount a galvonic blaster in your fist slot. Mount disruptors if you are attacking an Omicron telerefinery or a Gigacorp base, otherwise pack gattling guns. Some pilots prefer to use gattling guns in the second and third slot to kill any scouts that launch to nan the base. Its a personal choice.

On a galv run the key is to move fast - get to the target fast, move around it fast to avoid enemy fire, and get out of there fast. You are not dogfighting, you are killing a station.

This means boosting, and lots of it. Fighter's fuel capacity is mediocre so pack at least one extra fuel can. If you have minepacks keep one in the dispenser and maybe a spare in cargo. The exact load out will depend on your style and the general conditions (like the distance to the target, what kind of base you are going to galv, how many are you going to galv, etc). Experiment with that and see what suits you best. Extra ammunition is rarely useful.

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Tip: If you are belters then mount an EMP cannon (if you have it) in your other gun slots to help bring the station's shields down faster.

Missiles are a maybe. Dumbfires might be useful to kill a miner or constructor that you encounter after killing the base, seekers or quickfires can be used if any scouts launch to nan the base. On the other hand, missiles raise your signature and reduce your acceleration.


Setting up

Galving is not something you do alone. Apart from refineries every station you attack will be capable of launching defenders, and it is an easy matter to kill off a single galver as their loadout hampers their dogfighting abilities. Even if the enemy are expansion and they have an isolated teleporter it is unlikely you can solo it - all they have to do is rip in a nan while the ints boost there to deal with you.

The number of galvers required to take down a base varies depending on conditions - what techpath are the enemy team, are they distracted, how far is the enemy base, what kind of station is it (outposts have a lot more hitpoints than teleports). Generally in a medium sized game (10-15 players) around 5 fighters are needed to take down an outpost, however in huge games a galv runs of 20 or more fighters on an important outposts do happen.

Trying to galv through a camped aleph is generally a bad idea. It's usually wise to take a scout and deprobe the approach path to the target sector. While that is being done get figs to gather at the aleph. It is crucial that you all go together, as a pack. Stretching out your formation will give the enemy an opportunity to kill your approaching fighters one by one by concentrating fire on them. Do that and you are quite sure to fail. Even more importantly the fighter at the front of the group will be eyed long before the guys further back, so now you have the enemy warned of an attack while half your attackers are still far away.

When everyone is ready, and the attack signal is given, start boosting towards the aleph. It may pay to setup about 1k from the aleph, so you have a nice run up. Just before you enter the aleph stop boosting, and start reloading fuel. Why? This way you fly through the aleph with all the extra speed that a booster gives you, and with a full tank of fuel on the other side.


Attacking the base

Once through the aleph check for eye. If you're uneyed then DO NOT BOOST.

If the enemy doesn't see you, they can't react. Just cruise on in to the base - this may be a good time to eject your half empty fuel can and unmount your missiles for even less sig. Once you're eyed slam on the boosters (or when you hear everyone around you slam on theirs').

Head straight for the base, but watch out for scouts trying to prox you. If you can, aim for the part of the base away from their red door to avoid any defenders launching. Once you're in range open up with the galv blaster (select it specifically, your other two guns are useless here) and start side thrusting around the base. Watch out for defenders and try and throw them off using side thrusters and boosters. Spam minepacks, especially if you pass in front of the red door. Remember to use your boosters to accelerate around the base, keeping as close to the base as possible to make yourself harder to hit - you should have enough fuel to keep it up until the base pops.

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Tip: Missiles can only hurt Gigacorp bases. Don't bother firing them.


Aftermath

If you are successful take a quick look around your HUD and at the minimap. If you're swarmed by defenders slam on the boosters and hit that ripcord button. Come back for pods as soon as you can. If there are just a few harmless opponents left on the battlefield, you can try to pod them or chase them away. If their is a miner or a con go after that, but in any case get the pods and get ready for your next galv run. If you are not lucky enough to survive that long, well, you know what to do.


Attacking Omicron TeleRefineries and Gigacorp Minor Bases

Gigacorp has a unique weakness: all their minor stations only have light base armour, which makes them vulnerable to all weapons - even ramming! Omicron telerefineries also have light armor class.

Of course some weapons are still more effective than others. As fighters vs a Gigacorp base your weapon of choice is the disruptor, and dumbfires. Get yourself 3 racks of dumbs, 3 cans of fuel, 3 disruptors, and a bunch of mates and you're looking at a dead base.