Gunships vs (Enh/Adv)Fighters
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Abomination
- Posts: 712
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ShadowFox_
- Posts: 518
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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?
On the camping issue: 2 turreted gunships + 1.5 nans each = 9 pilots. How is that camp any harder to break than 9 ints?
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Much longer Area of Engagement - 2k in every direction at any time not just 500 right in front of an intAdaven 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?
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
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 onespideycw 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
9 boosting ints is a hard thing to kill.
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.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!
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.
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.






