Cadet PRS Fighter Bombers
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Figbees
This section deals with using fighters to destroy bases. To do that you either need adv figs and galvonic blasters or fighter bombers.
The fighter bomber
The first thing we need to cover is this ship's name. It is not a ship which is half bomber, half fighter. It is a fighter which has most of its guts stripped out and replaced with an anti-base payload. Although they have a mini-AC turret, a little like a bomber, this turret is almost completely useless (because the fighter bomber spends most of its time boosting past enemies, and the shaking makes it impossible to aim).
This ship is covered here, under fighters, instead of during bombing week because the way you use it is very similar to galving. That is, you take out most of the equipment apart from fuel, you work in a group, and you don't dogfight you concentrate on killing the base. Unlike fighters that galv, the figbee:
- Has a limited number of missiles (rix and TF being exceptions).
- Thus, it can only hit approximately one base before needing to return home.
- Because anti-base missiles have poor tracking the figbees cannot boost around the base to avoid enemy fire as easily.
- The extra weight of the SRM AB makes the ship inagile.
- The figbee can only carry one SRM AB per rack and even the weakest stations need 2 or 3, so your chances of soloing anything drops dramatically.
- They cost $250 a pop.
Loadout
You will need at least one AB missile loaded. Now there is little point in trying a low-sig approach, the ship has high enough signature to be seen either way and you have very limited cargo space. Not to mention that mounting and arming those missiles takes ages. Always have at least one spare AB missile. Although most figbees die before they can get a second shot off, in a large crowd you might be the lucky one who doesn't. You may even want to pack a 2nd spare. The rest of the cargo should be filled with fuel cans.
The figbee can carry minepacks, but be aware that these mass quite a lot and will affect your acceleration. Unmount the turret, it's dead weight and really, two figbees are better than one turreted one. If someone does hop on you can change to a ship without turrets then switch back to boot them off.
The ultimate high-speed figbee pilot will strip everything off their figbee. One missile armed, one in cargo, and fuel. No minepacks, no gattling guns, no counters, no turret, nothing.
Regular run
Performed just like a galv run, but it's more important to deprobe. Also you should setup behind the aleph, not in front, so that any stray interceptors won't pop through and pod you before you react. A couple of regular figs to check the aleph for camp is a good idea.
Removing enemy base from your sector
So, the enemy has pushed into your sector. Or your commander has pushed into enemy sector. Either way, it's your sector, isn't it?
Look at the sector in F3 and ask yourself a few questions:
- Do you have a launchable base in that sector?
- Which way does the red door face?
- Are they camping it?
- If it's camped or too far from the enemy base, is there an aleph near the enemy base that you could use?
- Is there a game-winning bomb run, htt run, tp2 attack that needs your help more than the base does?
If you have a base in a good position then it's simply a matter of all the figbees waiting in the station for the comm's call, then launching all at once. As you wait you may need to launch a fig to prevent the enemy camping - hang around the base so you can quickly change back to a figbee. If it's a long walk then you will want nan (and maybe fig) escorts, especially if your team is too poor for everyone to fly a figb!
Attacking the base
As soon as you're in the sector target the enemy base, orientate yourself towards it, and slam on the boosters. If you see any enemy ships that may be laying minefields or trying to ram then get out of their way. You may even want to approach the base in a wide corkscrew so they have trouble predicting the intersection.
Once you're in range fire your first AB. Recall, from the bombing lesson, that you can fire your ABs from extreme range by multiplying your speed by 5. With the figbee's booster this can be over 1500m! But unfortunately not over 9000 :(.
As the second missile loads start heading around the base, preferably away from their red door. Try and get up close and personal so you're hard to hit, and keep circling around it. But recall that missiles launch with your momentum and ABs are not agile, so don't be going sideways too much when the second missile is ready for firing. If you do manage to put two ABs into the base, consider yourself lucky. If you manage three and there are defenders around, you have mastered the 'merry go round the base' game.
Tip: Have the F4 screen displayed so you can see how long until the missile is primed and ready.
Aftermath
If the base pops and you happen to be still alive find your G-indicator, align your nose with it, hit booster, and rip. Or just hit boosters and rip (Lining up your g-indicator first will avoid the situation of you drifting in circles as your booster works against your momentum(.
There are most likely tons of blood thirsty defenders out there and they want revenge for the base you and your mates destroyed. You happen to be a sitting duck at this very moment, so get the hell out of there. If you manage to rip out, head back to base, jump into something that is faster and attracts less attention than a figbee, and go get those pods.
If you're in a pod, you know what to do. There should be many pods around so hopefully at least one teammate will return to pick you and your buddies up.
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