' Wrote:the launch is delayed so they cannot be cheaply used in a joust fighter vs. fighter.
Yet the razors can be used 'cheaply' in a joust fighter vs. fighter. You can also use 2.00 weapons & minirazor to shotgun your opponent, which is even more 'cheap'. Sunkillers are okay, but you can also use Cannonballs instead, and Sunslayers are too slow. And to make things worse, they use energy - why, I don't understand.
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Mephistoles
I have a Full-Kraken + Starkiller loadout that I use to practice combat with in Connecticut.
This:
' Wrote:Nova has some launch delay
Sunslayer a tiny one (which can be increased by lag issues), but should easily hit bombers
Starkillers have none and hit very well
Is completely true. I have faced a lot of good opponents, some who have used CD's, some who chose to take the MR route. Regardless of their choice, it actually has a lot to do with yourself if you are determined to hit your opponent.
Everything that I will write from now on is based on using a Starkiller and under the circumstances of a 1v1.
At least when it comes to a one-versus-one, where practically nobody shield runs... well at least in Connecticut. If the opponent is shield-running you got basically zero chance to hit with a torpedo, but if it is a normal sliding n' jousting battle. Well, then you got plenty of opportunities.
I quickly learned that you need to be able to read the opponent's movements (preferably before they actually do them) if you want to hit with a Starkiller. You go head-to-head for example against a Fighter, and you know he's going to take a left in about two seconds. What you do is, is that you fly a little to the left before he does it in order to intercept his movement, if you have at this point successfully predicted the enemy, you must now successfully time the Starkiller torpedo as well.
This line of thought coupled with fast combat makes torpedo hitting really hard, but extremely fun since a lot of it has to do with skill. Basically, you have the chance to improve immensely but you need to learn timing and reading movements first. Analytical skills plus good reflexes.
There of course certain styles you can use to trick your enemy. A thing I like to do is basically reverse thrust, making the enemy think "Oh he's about to box" which usually makes them joust me. At that point I hit the thrusters and fly straight with a torpedo.
Another one I do against CD users is to fire a torpedo at a long distance, tricking them to believe that if they fire a CD it will during that same joust hinder me from firing a second torpedo out of fear. So when you are pretty close, (still during the same joust attack) you fire a torpedo without the enemy firing CD because he simply doesn't expect it.
Another "doesn't expect" it trick is to fire randomly. Do not form a pattern with your torpedo firing. Such as every second charge or every charge. (Charge = After you turn to face him again and start coming closer in range right until you have to turn around again).
Now most tricks that I use, only works one time. The second time you duel the opponent he's usually more aware of the techniques that I utilize. Well, at least those that got a good eye. Some opponents don't look at what they do wrong and just wanna duel again. The very same people usually have trouble improving.
Starkillers are very, very effective against MR-users 1v1. Because all MR-users have to "pause" their movements to aim the MR. Good aimers usually only have to take 1-2 seconds aiming time, average aimers or worser usually take more time. And very often when you tell them approximately how long they have to aim with the MR for them to feel comfortable to fire it, they get surprised because they don't notice it. By MR-aiming, I mean basically when you stop using any movements to dodge incoming fire and focus solely to aim, something very similar to the feeling when you try to aim a SNAC.
It is during this small period of time when the enemy tries to MR, where you can fire that Torpedo, and if you have some experience with it, you usually hit. This either forces the opponent to stop using his MR or for him to continuously lose large chunks of hull. Either way it is a good counter-tactic. Especially against shotgunners. (Those who use all hull guns + MR to try instakill you with a full blast.)
There are alot of things more I could write but I think I have bored most of you so I will stop here. If you really are interested in learning I could perhaps try help you improve with your Starkiller usage in a Fighter-duel. But I'm far from an expert and I still need to improve on a few areas.
Sunslayer a tiny one (which can be increased by lag issues), but should easily hit bombers
Starkillers have none and hit very well
The server always has some lag issues (the cd-s sometimes dont track, only fly in a straight line, probably you noticed yourself). So why not remove that tiny launch delay? I mean it already does less damage than a razor and its a lot slower. Its only a suggestion though..
Torps are always fun, and they always surprise you. Hell I died to Sinas torp, and I was using CM's like crazy.
I'm also for removing the launch delay, well maybe not removing completely, but adjusting it a bit more. Since lag really is a big factor in this, why not.
' Wrote:ask people who fought me with starkillers, you'realise that a CD wont neccesarily save you
Starkiller torps are possibly the MEANEST weapon in the game, besides 3x gunboat missiles and a laggy trubosquid
I honestly think that outside realm of 1v1 Connecticut PvP, torps on fighters generally suck. Razors and CD's all are more flexible and have better purposes in group fights.
If you really want to beat a torp user in a group fight you could shield-run out his whole ammo stock whilst your ally attack the torp-user. And there will be absolutely nothing you can counter that with (torp-wise).
You could try aim for a quick detour and swap target. But at the very best you will dent that other opponent's shield until he does the same thing.
I'll adjust the sunslayer engine start delay down a bit.
' Wrote:I honestly think that outside realm of 1v1 Connecticut PvP, torps on fighters generally suck. Razors and CD's all are more flexible and have better purposes in group fights.
Well you can use torps to compensate for guns that are much better outside 1vs1.
Say a deb/natter setup is relatively weak 1vs1, but if people ignore you/shieldrun they get hurt a lot... so instead they try to go 1vs1 and that's where your torp compensates.
That said you can use mini razor for same role, but then if you are in a fast fighter with small powerplant (any HF) mini razor won't work that well... and as you wrote starkiller is generally > mini razor in 1vs1.
So starkiller does have cool uses imo, off course mounting it on a slow ship with big powerplant (say Titan) doesn't work that well, but mounting it on say Bayonet might be a good idea. I just love it on a Loki, makes it great bomber killer.
Igiss says: Martin, you give them a finger, they bite off your arm.
I feel that the tracking could be uped a bit to compensate for lag, and that regular missles could do more damage, but starkillers are surprisingly lethal when deployed properly.