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==Lesson 1: Which Ship?== | ==Lesson 1: Which Ship?== | ||
− | They might all look alike ( | + | They might all look alike (statistics-wise), but each ship is unique in its own way. The VHF class is good at countering all other Fighter classes and Bombers. They have the largest powercore, excepting bombers, can mount more advanced weapons, can take more punishment and are only slightly less agile than the Heavy Fighter class. |
− | + | Fighters on Disco RP 24/7 must be chosen on a role play basis. | |
+ | Also notice that some ships have valuable info under "Handling" and it should give us the general idea of their strengths and weaknesses. | ||
+ | To see the complete list of very heavy fighters available please see [[Fighters#Very_Heavy_Fighters|Very Heavy Fighters]]. | ||
− | + | ==Lesson 2: The Loadout== | |
− | + | ||
− | + | The [[Ship Equipment | Equipment]] we choose is very important. Other than being available to our faction, the weapons and armor have to be top-notch if we want to win with relative ease. | |
− | + | ||
− | + | Getting the best [[Armor | armor upgrade]] should be one of our first goals. | |
− | + | The '''Armor Upgrade MK VIII''' fortifies it's hull 2.5 times and costs 15,250,000 credits. The good thing is, it can be purchased in all Guard Systems. | |
− | + | ||
− | + | Our second goal is to acquire proper [[Class 9 Guns | guns]] and/or [[Missiles | missiles]] from your faction. Notice the first problem that professional pilots stumble upon on this step: "Projectile speed and Refire rate" | |
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+ | We would advise setting weapon groups. The shortest way (often not the best way) is to find one single type of gun and equip it to all the ship's weapon slots. The other way is to find "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 rather than a dense firing arc. | ||
+ | It is often good to set the first weapon group to be all guns, and the second weapon group to be all Non-Shieldbuster guns. So once the opponents shield is down, we just switch to our Hullbuster group to save power ( This is sometimes very important. To set our weapon groups, we use the key we have set in the controls. In example: Pressing the Activate Weapon Group 1 button, and in the weapons tab, activating (make them green) the guns we want for the first group ( Now the 1. group is set ). Now pressing the Activate Weapon Group 2 button, and then activate (make them green) for example all guns except shieldbusters. And that's all there is to it. | ||
− | ==Lesson | + | [[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 effective [[Missiles | missile]] for taking out enemy gear is the Cannonball. And the most effective "shield buster" is the Paralyzer missile. |
+ | |||
+ | A very expensive option that some professional pilots use are [[Class 10 Guns | Codename weapons]]. These will drain the ship's energy supply faster and some will even prove deadly against armored transports and Gunboats. | ||
+ | |||
+ | ==Lesson 3: DogFights== | ||
− | + | Before reading further it is important to read and understood the whole concept behind [[Engine Kill]] as it represents the basic of PvP combat. Also, it would be of useful to understand the basics of [[Team Coordination]] and [[Solo Combat]]. | |
− | + | The specific part for fighting in a VHF is to know it's primary duties. A VHF is efficient at hunting bombers and is less likely to be a threat to capital ships. This alone should make its priority targets clear. If our team consists of 1 gunboat, 1 VHF and 1 bomber and we're fighting against a cruiser and a bomber, the VHF should concentrate his power to eliminate the opposing bomber before it takes out the gunboat. The gunboat is a great tool for battling all kinds of ships and should be preserved for finishing the cruiser. If the gunboat gets destroyed in the process and the VHF and bomber are left with the cruiser their best chance is to combine their efforts and repeatedly switch distances. The cruiser might lose the idea of his primary target and start attacking both. This would be ideal as the VHF is very difficult to hit and the bomber can finish up the rest. Having powerful anti-cap guns instead of missiles would greatly aid the task. | |
− | The ' | ||
− | + | ==Lesson 4: Counters== | |
− | + | '''VHF vs any Fighter class''' | |
− | + | Using the standard top-notch equipment with high refire rates and increased speed should prove efficient. But it comes down to the skill of each pilot. The most useful counter are easy-kill weapons such as the Nuclear mine, Cannonball missiles in combination with Paralyzer or Sidewinder missiles, or the Mini Razor for those adept with their aim. | |
− | + | '''VHF vs Bomber''' | |
− | + | They are are mostly slower and outgunned by the VHF. Their only advantage is the [[Torpedoes | SNAC]] (short for Supernova Antimatter Cannon) that, when aimed carefully is very hard to dodge at close distance and is a certain 1-shot-kill. The trick is to use the VHFs superior agility and avoid close [[jousting]] combat. After that, all other strategies to combat fighter classed vessels should be applied, and slowly grind the bomber’s hull to 0. | |
+ | Also, note that bombers, especially the heavier ones, have a harder time dodging missiles, mines and Mini Razors. | ||
− | + | '''VHF vs any Capship class''' | |
− | + | Guns that are especially useful against capital ships are Mini Razors, [[Codename weapons]](such as the [[ARCHANGEL]] for example) and some [[shieldbusters]](Like the [[CP-m "Debilitator" Civilian Improved Mk I Pulse Cannon|Imp. Debilitators]]). These can greatly increase the VHF's odds, but diverting the opponent's attention so that the bomber pilot can take him out is generally the best bet. | |
− | == | + | ==See also== |
+ | * [[Flight Tactics]] | ||
− | + | [[Category: Guides]] | |
+ | [[Category: Tactics]] |
Latest revision as of 08:40, 15 December 2012
Lesson 1: Which Ship?
They might all look alike (statistics-wise), but each ship is unique in its own way. The VHF class is good at countering all other Fighter classes and Bombers. They have the largest powercore, excepting bombers, can mount more advanced weapons, can take more punishment and are only slightly less agile than the Heavy Fighter class.
Fighters on Disco RP 24/7 must be chosen on a role play basis.
Also notice that some ships have valuable info under "Handling" and it should give us the general idea of their strengths and weaknesses.
To see the complete list of very heavy fighters available please see Very Heavy Fighters.
Lesson 2: The Loadout
The Equipment we choose is very important. Other than being available to our faction, the weapons and armor have to be top-notch if we want to win with relative ease.
Getting the best armor upgrade should be one of our first goals. The Armor Upgrade MK VIII fortifies it's hull 2.5 times and costs 15,250,000 credits. The good thing is, it can be purchased in all Guard Systems.
Our second goal is to acquire proper guns and/or missiles from your faction. Notice the first problem that professional pilots stumble upon on this step: "Projectile speed and Refire rate"
We would advise setting weapon groups. The shortest way (often not the best way) is to find one single type of gun and equip it to all the ship's weapon slots. The other way is to find "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 rather than a dense firing arc.
It is often good to set the first weapon group to be all guns, and the second weapon group to be all Non-Shieldbuster guns. So once the opponents shield is down, we just switch to our Hullbuster group to save power ( This is sometimes very important. To set our weapon groups, we use the key we have set in the controls. In example: Pressing the Activate Weapon Group 1 button, and in the weapons tab, activating (make them green) the guns we want for the first group ( Now the 1. group is set ). Now pressing the Activate Weapon Group 2 button, and then activate (make them green) for example all guns except shieldbusters. And that's all there is to it.
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 effective missile for taking out enemy gear is the Cannonball. And the most effective "shield buster" is the Paralyzer missile.
A very expensive option that some professional pilots use are Codename weapons. These will drain the ship's energy supply faster and some will even prove deadly against armored transports and Gunboats.
Lesson 3: DogFights
Before reading further it is important to read and understood the whole concept behind Engine Kill as it represents the basic of PvP combat. Also, it would be of useful to understand the basics of Team Coordination and Solo Combat.
The specific part for fighting in a VHF is to know it's primary duties. A VHF is efficient at hunting bombers and is less likely to be a threat to capital ships. This alone should make its priority targets clear. If our team consists of 1 gunboat, 1 VHF and 1 bomber and we're fighting against a cruiser and a bomber, the VHF should concentrate his power to eliminate the opposing bomber before it takes out the gunboat. The gunboat is a great tool for battling all kinds of ships and should be preserved for finishing the cruiser. If the gunboat gets destroyed in the process and the VHF and bomber are left with the cruiser their best chance is to combine their efforts and repeatedly switch distances. The cruiser might lose the idea of his primary target and start attacking both. This would be ideal as the VHF is very difficult to hit and the bomber can finish up the rest. Having powerful anti-cap guns instead of missiles would greatly aid the task.
Lesson 4: Counters
VHF vs any Fighter class
Using the standard top-notch equipment with high refire rates and increased speed should prove efficient. But it comes down to the skill of each pilot. The most useful counter are easy-kill weapons such as the Nuclear mine, Cannonball missiles in combination with Paralyzer or Sidewinder missiles, or the Mini Razor for those adept with their aim.
VHF vs Bomber
They are are mostly slower and outgunned by the VHF. Their only advantage is the SNAC (short for Supernova Antimatter Cannon) that, when aimed carefully is very hard to dodge at close distance and is a certain 1-shot-kill. The trick is to use the VHFs superior agility and avoid close jousting combat. After that, all other strategies to combat fighter classed vessels should be applied, and slowly grind the bomber’s hull to 0. Also, note that bombers, especially the heavier ones, have a harder time dodging missiles, mines and Mini Razors.
VHF vs any Capship class
Guns that are especially useful against capital ships are Mini Razors, Codename weapons(such as the ARCHANGEL for example) and some shieldbusters(Like the Imp. Debilitators). These can greatly increase the VHF's odds, but diverting the opponent's attention so that the bomber pilot can take him out is generally the best bet.