VHF Combat

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Lesson 1: Which Ship?

They might all look alike (stats-wise), but each ship is unique in its own way. The VHF class is used to counter all other Fighter classes and Bombers. They have the largest powercore, can mount more advanced weapons, can take more punishment and are only slightly less agile than the Heavy Fighter class. It is strongly advised to not only look at their stats or price, but also take heed of the Roleplay behind them. Each has its own purpose, so choosing one only for PvP and ignoring their original use might not end up the way you planned. Also notice some ships have valuable info under "Handling" and it should give you the general idea of their strenghts and weaknesses.

This is the complete list of Very Heavy Fighters:


Name Weapons Cargo Hull NB/SB Price Notes
Eagle 6/1 70 9900 63 $1,795,000 Civilian; can mount class 10 weapons
Hammerhead 6/1 70 7900 49 $985,000 Bounty Hunters Guild
Raven Claw 8/0 60 9500 62 $1,855,000 Advanced very heavy fighter
Raven's Talon 6/1 75 10800 65 $2,075,000 Elite very heavy fighter
Collector 2/3 120 12600 110 $1,830,000 Junkers' very heavy fighter
Titan 6/1 70 13500 73 $1,825,000 Corsair very heavy fighter
Sabre 6/1 70 11200 66 $1,755,000 Border Worlds very heavy fighter
Viper 6/1 65 8800 58 $1,830,000 Fast and powerful heavy fighter
Viper Mk II 6/0 65 10000 64 $2,175,000 Powerful very heavy fighter
Stinger 6/1 80 10400 64 $1,935,000 Civilian very heavy fighter
Virage 6/0 60 8600 56 $2,035,000 Agile very heavy fighter
Kushan VHF 3/2 75 9800 66 $1,318,000 Cheapest VHF-class ship
Somtaaw SHF 2/5 160 30000 340 $3,520,000 Super heavy fighter
Nephthys 6/1 70 14500 78 $1,910,000 Advanced Anubis
Wrath 5/1 70 11500 67 $1,785,000 Advanced Valkyrie
Odin 6/1 65 9700 62 $1,995,000 Red Hessian very heavy fighter
Werewolf 5/1 90 16000 86 $2,155,000 Advanced Wolfhound
Templar 6/0 76 14000 76 $1,895,000 Advanced Crusader
Chimaera 6/0 70 12400 70 $1,760,000 Advanced Dragon
Nomad Assassin 7/0 60 12200 70 $3,240,000 Nomad "Assassin" Very Heavy Fighter
Manta 6/1 80 10600 65 $1,885,000 Advanced Hammerhead
Guardian 5/1 74 12000 68 $1,750,000 Advanced Defender
Avenger 5/1 75 13200 72 $1,845,000 Advanced Executioner
Blood Dragon 6/1 65 9600 62 $1,620,000 Blood Dragons' ship
Spatial SHF 6/1 180 28000 300 $4,180,000 Space exploration vessel
Marsflyer SHF 4/2 80 10000 64 $10,000,000 Sold on Battleship Isis
Greyhound 4/0 70 9,800 63 $1,648,000 Liberty and Bretonia Pirates


Lesson 2: The Loadout

The Equipment you choose is very important. Other than being available to your faction, the weapons and armor have to be top-notch if you want to win with relative ease.

Getting the best armor upgrade should be one of your first goals. The Armor Upgrade MK VIII fortifies your hull 2.5 times and costs 15,250,000 credits. The good thing is, it can be purchased in all Guard Systems.

Your second goal is to acquire proper guns and missiles from your faction. Notice the first problem that professional pilots stumble upon on this step: "Projectile speed and Refire rate"

We wouldn't advise setting weapon groups, those are only important for Bomber pilots. The shortest way (often not the best way) is to find one single type of gun and equip it to all your slots. The other way is to search far and wide for "shield busters" with similar or identical projectile and refire speed. This is important because when fighting an enemy that doesn't fight in a "straight line" but dodges until he finds a weakspot you will need an optimized targeting symbol.

Missiles are slower than guns, take more time to reload, have an ammo limit, but unlike regular guns each projectile has a tracking system and deal more damage. The bonus is significant as the deal a small "area of effect" damage, damaging offensive systems. The most popular missile for taking out enemy gear is the Cannonball. And the most commonly used "shield buster" is the Paralyzer missile.

A very expensive option that some professional pilots use are Codename weapons. These will drain your energy supply faster and some, like the ARCHANGEL, will make short work of even armored transports and Gunboats.

Lesson 3: DogFights

Before reading further make sure you've at least read and/or understood the whole concept behind Engine Kill and The Stages of "Glide".

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Lesson 4: Counters

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