' Wrote:The vast majority of pvp deaths on disco are attributed to:
Missiles
Mines
Supernova Cannons
At least, when you're referring to non-capship battles.
Guns are used to keep shields down, and for little more than that.
LOL.
Please dont listen to the above post. Mines? Sometimes. Missiles and snacs? At an even below average level of ability, almost never. When it does happen, its a fluke and those are rare.
First of all, you need to find which snubcraft type fits you most. VHFs, HFs or LFs
Every of them has pros and cons. VHF are most versatile,
packing good maneuverability comparing to firepower.
HFs are usually faster, but have less firepower, armor and shield.
A lot pretty much depends on guns too.
You might get better score with different refire.
For example, I can't aim for crap with 8.33s and 3.03s. But I love 600m/s 4.00s
and 2.00s for good shotguning.
5.88s are imo quite good in larger battles and on LFs which can deal nice damage
and don't be target while shooting.
I saw people doing wonders with full 8.33 loadouts
but I also saw people killing everything on their way with full 2.00s.
Frankly, only way to get better is to simply keep fighting. You can also watch people in connecticut fighting, get to know their tactics and try to implement them in your skirmish.
fly missions. learn to e-kill+strafe. learn to turn and counter-strafe.
control of the ship is more important than the guns. when the ship is lined up, the targetting is easy.
next, make sure all your guns have the same speed/range, or learn to switch between shield killer sets and hull killers.
practise practise practise. some of us have been playing freelancer and games like it for 30+ years (old man here), that kind of combat experience shouldnt be taken lightly
' Wrote:First of all, you need to find which snubcraft type fits you most. VHFs, HFs or LFs
Every of them has pros and cons. VHF are most versatile,
packing good maneuverability comparing to firepower.
HFs are usually faster, but have less firepower, armor and shield.
A lot pretty much depends on guns too.
You might get better score with different refire.
For example, I can't aim for crap with 8.33s and 3.03s. But I love 600m/s 4.00s
and 2.00s for good shotguning.
5.88s are imo quite good in larger battles and on LFs which can deal nice damage
and don't be target while shooting.
I saw people doing wonders with full 8.33 loadouts
but I also saw people killing everything on their way with full 2.00s.
Frankly, only way to get better is to simply keep fighting. You can also watch people in connecticut fighting, get to know their tactics and try to implement them in your skirmish.
I actually tried with VHFs and HFs, but none of them hasn't been good enought:
when using VHF I'm fairly armored but too slow, when using HF I'm fast enought but made of paper, Though I liked HFs best
I don't really care about powerplant so I'm mostly searching for a defensive ship that is both hard and fast, energy doesn't matter that much, haven't found it yet though:(
Can't decide which refire kind..... I'm most of the time evading and can't aim cuz I always overshoot when aiming (my aiming goes too much or too little, or goes to a side, never sticks on top of the dot), so which weapon kind would work best for shooting while evading?
Well. There're are some VHFs that are balanced with firepower and speed.
They aren't flying brick and don't have uber power. But an be dangerous.
My first combat-able ship in disco was Guardian VHF.
Basically, if you want to deal good damage while dodging full 2.00 loadout seems a good way. 6000 damage/salvo with full Magma hammer MkV guardian sounds nasty - and so it is in combat.
Shotgunning requires some practice too, but one salvo of Magma Hammers will do more damage then let's say one salvo of Trefoils
' Wrote:Well. There're are some VHFs that are balanced with firepower and speed.
They aren't flying brick and don't have uber power. But an be dangerous.
My first combat-able ship in disco was Guardian VHF.
Basically, if you want to deal good damage while dodging full 2.00 loadout seems a good way. 6000 damage/salvo with full Magma hammer MkV guardian sounds nasty - and so it is in combat.
Shotgunning requires some practice too, but one salvo of Magma Hammers will do more damage then let's say one salvo of Trefoils
Dude I love the Guardian! it's one of the coolest looking ships! It looks just like the Defender and it's the ship I passed the Vanilla campaign with (I don't remember if "most" or all of it)!
Now I don't know how does the tech work after 4.85, Do I still need permission for using those things with a FL ID or I can simply get it with the technerf?
You can use guardian with FL ID.
But expect 75% energy regen nerf (assuming you use civilian guns)
Also, Owning faction - In this moment LN are free to engage you and bounty unless you have permission for said tech.
' Wrote:I actually tried with VHFs and HFs, but none of them hasn't been good enought:
when using VHF I'm fairly armored but too slow, when using HF I'm fast enought but made of paper, Though I liked HFs best I don't really care about powerplant so I'm mostly searching for a defensive ship that is both hard and fast, energy doesn't matter that much, haven't found it yet though:(
Can't decide which refire kind..... I'm most of the time evading and can't aim cuz I always overshoot when aiming (my aiming goes too much or too little, or goes to a side, never sticks on top of the dot), so which weapon kind would work best for shooting while evading?
If you are going to use missiles regularly then you are pretty much stuck with VHF, since thats the only ship class that can mount class-10 missiles, and the lower-class missiles arent worth the gun slot by themselves.
As for refire, I find that the faster refire rate gives me better targeting feedback--I use the reticle as a suggestion and then look for the impact to dial in the aim--and use the slower refire guns when I'm pretty confident of making a hit. One challenge with this setup is that the house guns aren't always the same speed so sometimes I have to mix in civilian or codename tech to get it all working right (like using Solaris for the 5.0 and Firekiss for the 2.0, since both are 600 ms, and together give me the fast/slow mix). I am also very bad with twitch snubs in general, but you asked for what other people are doing so there it is.
The most helpful thing to my aim has been learning to look for the hit feedback. Watch the target not your weapon. I have also found that weapons with flashy particle effects tend to obscure the hit feedback, so I use the weapon with the simplest particle effect when a choice is available.
BTW, Dubstep is good enough to avoid dying to mines and combos, I die to them all the time.
So now I got a Guardian fitted with all flashes since I was told that was the best way to practice spraying and aiming while evading, it worked a bit, but my aiming is still the worst in game.
' Wrote:all flashes since I was told that was the best way to practice
Time to fix a bit of a common misconception here. Just cause a gun is faster, doesn't mean it's easier. 8.33s are a bit tricky. Not hard, just different from other refires. If you ask me the easiest type of gun to learn to aim with would be 4.00 700 m/s of some kind, that's how I learned. Not that you can't learn to use flashies instead, they're great guns too. Sincerely, a good shot.