IB: Pulse probes useful for miner D?

Tactical advice, How-to, Post-mortem, etc.
WhiskeyGhost
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Post by WhiskeyGhost »

I'm more concerned with the pulsing out of enemy HTT runs using ints then the whole miner D thing. Granted, Ints have a better ability to defend miners, but without pulse probes to spot those guys before they close to utl range, they might actually need scouts to do it *gasp*.

I've seen some of the better players pulse out incoming runs and stop em dead before they get into utl range, but normally this usually consists of solo or pairs of sfs, which in my opinion would kill that miner 90% of the time against a fighter or a stealth fighter trying to do the same (mostly due to them not being able to see them until after they are in utl range).

I'm not really debating the effectiveness of interceptors defending things here, its technically what they are 'supposed' to do, i'm more or less wondering why they should have pulse probes to begin with, when it only promotes a lack of teamwork by not requiring them to use scouts to spot things they normally shouldn't be able to see. I've seen it happen a few times, where ints will sit around a base to defend against other exp teams, and randomly pulse out htt runs, without needing a scout to do it at all. Same goes for seeing people run down htt/bomber runs by randomly pulsing, boosting to last known location, and running them down without needing a scout to spot them at all.

Yay rants!
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
fuzzylunkin1

Post by fuzzylunkin1 »

You shouldn't be camping a miner to defend against SFs anyway.

Camp the alephs.
BackTrak
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Post by BackTrak »

Correct wrote:QUOTE (Correct @ Jun 23 2008, 04:23 PM) You don't actually have to have missiles up 1k away. You can lob 2 hunts at the miner uneyed with cloak on then unload the missiles, then make a run at the miner cloaked and decloak/utl when in range, decent int will probably kill you when the miner is down to about 50% hull, voob int, miner probably dies. 2 sfs the miner is screwed.
This is an excellent point. Most people don't do this, or begin shooting utils early, or decloak to recharge early or give themselves away with missle trails so you can walk towards them a little without boost, and still stay close to the miner to catch the second SF. I've just been in this position too many times to say that PPs make all that big of a difference. I use them up, the scout I'm with (if they brought any) uses thiers up, and we still have several minutes of miner D left before the thing docks. Many times it lives, and sometimes it does not. It's just that you blow through em so fast. If you carried 4 per slot, I would say, yes it makes an absolute difference. But 1-3 and then you run out? I'll agree to disagree with you on this one.
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BackTrak
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Post by BackTrak »

fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Jun 23 2008, 04:38 PM) You shouldn't be camping a miner to defend against SFs anyway.

Camp the alephs.

It takes a lot more coordination to get that kind of commitment from a PU team Fuzz. Also, when HC1/2 is available to the SFs, camping requires a concentrated team effort, and it would probably cost you the map as the enemy works unhindered everywhere else.
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cashto
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Post by cashto »

fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Jun 23 2008, 02:38 PM) You shouldn't be camping a miner to defend against SFs anyway.

Camp the alephs.
Depends. Sector full of miners, sure, it's hard to keep defenders on every single one of them. Only got one miner left? Keep the ints close to it. You often can't be sure that there isn't a sf already in the sector, and sfs are pretty damn fast and can slip by an inattentive camper. You usually have at least two alephs to camp, and even then some pilots will slip in the back way. And then what happens when the miner moves to the next sector?
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
fuzzylunkin1

Post by fuzzylunkin1 »

ROFL at Pickup game tactics.
barizanz
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Post by barizanz »

more like the study of mob tactics
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Evincar
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Post by Evincar »

lol fuhzz. like you knew about tactics. have you ever commanded?
Classifiable up to Trolleomorphism.
Zapper
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Post by Zapper »

Any player who dont consider changing the loadout is gonna get podded.

Z
Life suck's and then u play Alleg.
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theTroy
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Post by theTroy »

I ought to say that IB is completely correct about PP use on miner D.

Even with utils and running down the SF via missile trails, if sf is sidethrusting, you will not eye it. Personally if I am against a single int on miner D without PP, I use hunters to take down the miner shields, unload them ASAP int starts boosting to me and cloack. He usually overboosts, and has to boost back, during this time you strafe away, closing on a miner and keeping the int position in mind, once he is about 800-1k m away, shoot a barrage of util at miner while decloacked, get miner down by 30-40% of hull, cloack again, strafe from int, decloack and recharge, repeat from the start. (you dont even need to bother killing the int, and hunter1 util2 is sufficient for this)

If you loose eye at 700-800m from a boosting int, you got quite a high chance of not being spotted.

On the other hand, if the int has a pp, he will boost to you, drop it, correct your position and catch you in those 5 seconds of a pp lifetime, not so much to solo.
Last edited by theTroy on Tue Jun 24, 2008 7:20 am, edited 1 time in total.
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Thank you parci :)
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