Gunships vs (Enh/Adv)Fighters

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Abomination
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Post by Abomination »

Just try to evade the dumbfires, even if it means you can't use your forward mini-ac (oh no!) and they will miss.
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ShadowFox_
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Post by ShadowFox_ »

Yeah, It was very easy for me to dodge Abom's and YP's Missles. I'm mean... We knew GS were cheese but this excersize we did... it was SO EASY to dodge (BTW I didn't even use CM).

I'd also like to point out Bios has become insanely powerful for this very reason.
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Adaven
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Post by Adaven »

How about this... trying using seekers? No, I don't mean trying to kill the nans first, although that is cool too, but actually trying to overpower the GS with gatts and seekers. I pretty much use seekers exclusively, and have fairly few problems against GS. Nanned or not, the extra range of seekers is nice. If the gs pilot is not that smart and is standing still, you can also rapid fire them w/o lock from even longer ranges for higher burst damage. Killing the nans or not, it requires a lot of teamwork to take down a gs. Sometimes you'll have better results coming in from multiple angles, and if then person the turrets target first flirts at around 1800m, the other 2-3 figs can swoop in for the kill.

On the camping issue: 2 turreted gunships + 1.5 nans each = 9 pilots. How is that camp any harder to break than 9 ints?
Barrager
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Post by Barrager »

My only arguement is lower the cost cost of guardians and raise the cost of gunships makes no sense IMO
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spideycw
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Post by spideycw »

Adaven wrote:QUOTE (Adaven @ Jun 22 2007, 03:16 PM) On the camping issue: 2 turreted gunships + 1.5 nans each = 9 pilots. How is that camp any harder to break than 9 ints?
Much longer Area of Engagement - 2k in every direction at any time not just 500 right in front of an int
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Psychosis
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Post by Psychosis »

spideycw wrote:QUOTE (spideycw @ Jun 22 2007, 11:54 PM) Much longer Area of Engagement - 2k in every direction at any time not just 500 right in front of an int
true, but its something youll rarely see, thats 9 pilots working in cohorts, however, 9 ints, in a formation, could zoom in, ram one, take it away from its nans - provided that they dont prox the ints - and destroy it, then swing and nail the other one

9 boosting ints is a hard thing to kill.
deceit
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Post by deceit »

Abomination wrote:QUOTE (Abomination @ Jun 5 2007, 05:54 AM) That is to say, from a purely "combat" point of view : Gunned Gunship(s) + nans > formation of enh/adv figs? Sad!
From my experience a gunship has always been an anti-fighter ship, though I think that they need a new weapon entirely as Skycap is cheese. I think a variable range weapon like the anti-warplane flak from WW2 would be a great addition to this core. I've been playing with ICE again trying to figure out how to do it, then pass it off to Noir if he's interested.
Barrager
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Post by Barrager »

A flak Cannon is essentially what the long tom is.. slow rate of fire large explosion radius, the only differences would be the accuracy and the amount of damage.
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Death3D
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Post by Death3D »

How about a weapon whose projectiles do not activate till *AFTER* a certain distance has been covered for the turrets and a mini AC for the pilot?
That way, the turrets can take care of any long range threats, but if a ship gets past this distance turrets are useless against it, depending solely on the pilot for defense, at which case if there are more than one threat within this radius, the GS is most likely dead, unless it can drive the ints into prox. Also, maybe lower the scan range on the gunship to something pathetic (Int's scan range, maybe?) to force nan support to be available for them to be effective.

A lot of interesting strategies could be devised from this, also makes GS pilots have to be a little more disciplined to be effective.
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factoid
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Post by factoid »

Code change unfortunately. But I agree, being able to setup a 'minimum range' for projectiles would be great.
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