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Tips for XvT/BoP (continued) Weapons Assessme nt:This section analyzes the value and strategy involved in the various modifications you can make to a starfighter. These modifications can have a dramatic impact upon the effectiveness of a ship in combat. Both the equipment you carry and the equipment of that of your enemy can completely change your strategy in battle. There are four types of weapon systems used in starfighters: your standard cannon systems, ordnance, countermeasures and beam weapons. Offensive Weapons: Cannons: Cannons are the standard armament for starfighters. They are a permanent source of offense and defense and are the weapon most commonly used in battle. Lasers are found on all starfighters and ion cannons are found on true bombers such as Y-Wings, B-Wings and Gunboats. Laser Cannons:
Lasers are the main armament for starfighters and are the ultimate in versatility. They can be used in dogfights, strafing uns on larger ships and in closing situations. Most of the time, you use lasers in closing situations and close in turning wars. The first thing you should know about lasers is their range. High charged lasers have a range of about 1.6 clicks and low powered lasers have a range of around 1.2 clicks. This is important because you need to know when to start firing in closing situations to get the jump on your opponent. If you wait until your HUD tells you that you are in range, you will have lost precious seconds where you could have hit your opponent. Second, you should be aware of when to use linked lasers and when not to. Non-linked lasers can do a little more damage in a shorter amount of time, but they are more difficult to hit starfighters with and they drain your laser banks faster. Linked lasers are much easier to hit starfighters with and your laser banks don't run out as fast. I recommend you always use linked lasers in every situation, except head-on closing situations. It is important to keep your lasers high charged. High charged lasers do nearly double the amount of damage as low powered ones, plus they have a greater range which is a major factor in closing situations. High charged lasers save you time in killing the enemy, and in XvT, time is a critical factor. Keep this in mind when dumping laser energy into shields, especially when about to engage starfighters. When choosing starfighters, one important factor that people usually ignore is the placement of the lasers; case in point, the Z-95. All in all, the Z-95 isn't too bad of a starfighter when going up against unshielded TIE's. Unfortunately, its laser placement is all wrong for killing TIE's. Its lasers are positioned so wide that TIE's can often fly in between them. You often have to settle for shooting TIE's with just one laser, aiming slightly to the left or right of the TIE. If the Z-95 had better laser placement, it might have been a much more effective fighter. B-Wings are perhaps the most infamous for their laser placement, fortunately their ion cannons make up for this inadequacy. Ion Cannons:
Ion cannons are used primarily in mission specific circumstances where you have to disable craft - usually to board and/or capture. A secondary, yet very important, use is when going up against capital ships. When the shields of a capital ship go down, you can disable it much more quickly than you can deal out enough damage to its hull to kill it. Disabling it allows you to kill it at your leisure without having to deal with its turbo lasers (NOTE: Disabling a capital ship does not stop it from launching fighters). These are the obvious uses of ion cannons, but they have some more subtle uses that you can take advantage of. Ion cannons are actually more efficient then lasers in engaging certain starfighters. A B-Wing can disable a TIE Bomber with one blast of its fire linked ion cannons as opposed to the 6 hits it takes lasers to kill one. Once a B-Wing's shields go down, it is sometimes preferable to disable it because of its tough hull. In this way, ion cannons can save you a great deal of time in disposing of starfighters so that you can engage new ones (especially if there's one on your back!). Another tactic with ion cannons is that you can sometimes fool the game with them. By disabling a flight of starfighters, and not allowing them to be destroyed by telling your wingman to ignore them, no new flights of the type you disabled will enter combat. Most of the time this doesn't work, but for the few times it does it is very helpful. This tactic, when it works, is most effective against TIE Bombers. The last, and intriguing advantage of ion cannons is the weapon swithcing trick. By rapidly pressing the W key and firing constantly, you can rapidly switch between lasers and ion cannons, doubling your fire rate. You must expend your ordnance first if you want to use this trick. This has major implications in head-on closing situations and strafing runs against capital ships. A B-Wing does an amazing amount of damage in a strafing run using this trick. Ordnance: What ordnance you select is the most important configuration that you can make to a starfighter. It decides what role your starfighter will be most effective at. Ordnance can give one side a huge advantage over the other. Concussion Missile:
Concussion missiles are the old anti-interceptor missile standby. However, it seems that time has passed this ordnance by. Concussion missiles don't really have the tracking ability necessary to be effective against the newer interceptors such as TIE Advanced, TIE Interceptors and A-Wings. Its warhead load is also too light to seriously damage these more modern craft. If you have to use concussion missiles, there are a number of techniques you can use to compensate for their inadequacies. If you are targeting an interceptor, it is usually best to fire multiple single concussions missiles at it, which makes it very difficult for the interceptor to dodge them all. Use linked missiles for tougher starfighters. Concussion missiles are also very good at distracting fighters, since the act of targeting will get their attention, and if hit, they will be rolled which keeps them from dodging your follow-up laser attack. Concussion missiles are, not surprisingly, most effective against older starfighters. They are a terror for TIE Bombers. TIE Fighters and Z-95's must attempt to dodge them because of their fragility. Y-Wings are also incapable of dodging this missile. Advanced Concussion Missile:
Advanced concussion missiles deliver a no-questions asked lock and fire anti-starfighter capability. They are almost impossible to dodge without some form of countermeasure and their warheads can severely damage or kill any dedicated interceptor. Only the most advanced starfighters such as the TIE Advanced or A-Wing can hope to dodge this missile without countermeasures. Advanced missiles are the only missiles that can be considered fire and forget. Lock them on a starfighter and, unless it shoots down the missile or uses a countermeasure, the missile will almost always hit its target. Against the newer interceptors, fire two singly linked advanced missiles after a lock. Attempting to dodge two advanced missiles at the same time is almost impossible and the second warhead makes sure of the interceptor's death. Against heavy starfighters use linked missiles, a warhead load capable of severely messing up any fully shielded heavy bomber. The problem with advanced missiles is that they are a bit uneconomical against the heavy bomber starfighters. A fully shielded B-Wing can take three advanced missiles hits to finally kill it. This is a large expenditure of ordnance for just one starfighter. This isn't a critical weakness, it's just that there are more efficient ordnances out there when it comes to dealing with heavy bombers. Also, advanced missiles tend to be somewhat useless against fighters with chaff. Overall, the advanced missile is the choice ordnance for going up against multitudes of interceptors. Its tracking and speed allows it to catch even the most agile of fighters. Proton Torpedo:
Proton Torpedoes are often derided by players because they seem to be caught in the middle of being a anti-starfighter and anti-capital-ship missile, being good at neither. Their tracking ability is inadequate to kill any starfighter and their warhead load doesn't do enough damage to capital ships to be significant. Their most obvious ability lies in killing medium sized ships whichconcussion missiles are incapable of damaging seriously. The reason that torpedoes seem to be poor warheads is because they require more than a simple lock and shoot. These warheads require advanced techniques to be used effectively. Proton torpedoes are most often used in a bombing role in missions intended to make it more difficult for you to kill a capital ship. Torpedoes aren't amazing in this role, but they are better than exclusively making strafing runs. The secret to getting the most out of torpedoes is to use them as dumbfires against the heavy bomber starfighters. Unlike concussions, these warheads have the capability of taking out bombers with two hits, very efficient in both ordnance usage and time usage. Even interceptors can occasionaly be taken out in this manner. Dumbfire tactics are described in more detail in the missile tactics section. Advanced Proton Torpedo:
Advanced torpedoes are the ordnance of choice for versatility. Like the older model, these missiles occupy the middle ground between anti-starfighter and anti-capital-ship, but this time these missiles are effective at both. This ordnance has the capability of delivering quite a large amount of damage to capital ships, not as much as the dedicated bombing ordnances, but enough to make a dent in any ship's shields. Where advanced torpedoes really come into their own is against medium sized assault ships. These ships, which are usually a great deal of trouble for interceptors, quickly show their mortality when hit with a couple of advanced torpedoes. Advanced torpedoes still do not have the capability to track interceptors, but they track well enough to be a danger to heavy starfighters. Using dumbfiring tactics, these missiles can be absolutely devasting against starfighters. As an interceptor you can maneuver behind bombers and severely damage them with just one hit. They are also surprisingly good in turning wars against interceptors, after all one hit and that's all she wrote for the opposing ship. Advanced torpedoes deliver an impressive package of versatility and economy. An advanced pilot flying an A-Wing loaded to the brim with this ordnance is one of the most devastating interceptors in the game. Heavy Rocket:
When you need to take out a capital ship, there is no better choice than heavy rockets. A little known fact is that even though heavy rockets do less damage to capital ships than space bombs individually, the additional warheads you get with heavy rockets actually add up to more damage than a load of space bombs. Heavy rockets give you the ability to successfully hit a capital ship from 6 clicks away (you must account somewhat for the capital ship's movement, however). This saves a great deal of time and keeps you in a safe situation, since you don't have to get into range of the capital ship's turbo lasers. With the capability of doing more damage than space bombs, there is really no reason why you would choose space bombs over rockets. I feel that heavy rockets have actually unbalanced XvT. Anti-capital ship missions are much easier with heavy rockets and they take away some of the challenge from the game. Also, the ability to take out a capital ship's shields from 6 clicks away destroys your sense of immersion because it is unrealistic to expect a starfighter to be so effective against a cruiser. For this reason, I prefer space bombs and advanced torpedoes, because they introduce more of a risk and skill factor for the starfighter. If you don't care about this, heavy rockets are unquestionably the best heavy ordnance. Space Bomb:
Space bombs are the heaviest ordnance possible, but this damage potential comes at a price. Space bombs are so inaccureate that even the movement of a capital ship will confound the tracking ability and speed of this ordnance. Therefore, you must guide the bombs in very close to the target, usually within turbo laser range. At these ranges, there exists the problem that turbo lasers targeted at you will destroy the bombs, so you must employ care when and at what angle you launch them. There also exists the possibility that your starfighter will be space dust by the end of its bombing run. The interesting thing about space bombs is that their requirements actually favor interceptors over bombers. TIE Advanced and A-Wings can outrun starfighter defenses and get in close to capital ships to deliver their loads. Their speeds allow them to survive their bombing runs against the capital ships. Space bombs and fast starfighters can be a devastating quick strike bombing combination. Magnetic Pulse Missile:
The Mag Pulse is a strange missile which gives you the ability to disable the cannon systems (not missiles) of any starship for 30 seconds. The applications of this are numerous and varied. The most obvious use is to disable capital ships for a time, giving bombers free reign to strafe continuously. The mag pulse also has great accuracy, about equal to that of a concussion missile which allows it to be used against starfighters. In escort missions, it helps to magpulse fighters attacking mission critical craft, which is more time efficient than taking the time to destroy them by other means. Another use is to hit dangerous medium sized craft like ATR's with magpulses so they can be attacked with lasers. Where you lose something with the mag pulse is in dogfights. Although hitting fighters with mag pulses may extend your life, you will eventually be overwhelmed, because it doesn't do any permanent damage to fighters. When you use magpulses, you usually get more than you really need. Therefore, it is a good idea to give magpulses to fighters with small warhead loads, like the X-Wing, so that they can handle disabling duties while the bombers carry large loads of conventional warheads. Defensive Weapons (Countermeasures): Chaff:
Chaff is a dedicated anti-missile countermeasure which does its job quite well. The surprising aspect about chaff is that one use will provide you with continuous protection for about 10 seconds. If you use it correctly, you don't even have to target the missile. Just launch the chaff a few seconds after you hear the launch missile warning and that's it. It's still possible to be hit by a missile if it comes from the front, or at a sharp angle from behind. Just make sure you know the general location of the missile so that it doesn't happen. Chaff does have one problem, however. It prevents a missile impact from damaging you, but it doesn't prevent you from being rolled, which causes momentary incapacitation. The greatest advantage you get with chaff is the ability to completely ignore enemy missiles so that you have enough time to destroy an enemy fighter. This is very important in situations where you are being double teamed by enemies with missiles. If you don't have chaff, you spend all of your time dodging missiles, constantly on the defensive. Chaff gives you a momentary respite against missiles so you can go on the offensive and break the double team. One of the least known and most important feature of chaff is that it can disrupt tractor beams. If tractor beams are allowed in a multiplayer game, then chaff should be given to Rebel players so they have a chance. When the opponent trains a tractor beam on you, release the chaff and the effect will be broken. Be sure to pay attention to the beam warning light on your HUD. Chaff is the countermeasure of choice for the A-Wing. The A-Wing doesn't need the advantages offered by flares, so chaff is the logical option. Flares:
Flares are versatile countermeasures that are intended to address both the advanced missile problem and one of the most serious weaknesses of Rebel starfigthers in general, their lack of agility. Typically, TIE starfighters will dominate turning wars, having little problem maneuvering behind the cow like Rebel fighters. With flares, TIE's now have a very serious threat to deal with before they can think about pounding the starfighter in front of them. Flares are particularly effective against Squints, because they nullify the TIE Interceptor's strength in a turning battle while attacking its weakness of fragility. With a range of about 1 klick and good tracking ability, flares launch from behind your starfighter and hit the closest enemy on your back, doing some damage and rolling it. Flares do enough damage to make unshielded TIE pilots fear for their lives. Don't ignore the implications of rolling your opponent either. A rolling enemy will be unable to change direction for a few seconds. This breaks the enemy's attack and gives you a chance to turn the tables on your attacker by getting on their six, taking advantage of their momentary inability to turn. Flares are much less effective against missiles than chaff, but proper technique helps to nullify this problem. To use a flare against a missile, you must manuever so that the missile is behind you, directly dead center in your rear radar. When the missile is within 0.5 clicks, launch the flare. If you allow the missile any kind of angle, which means that it is not dead center in your rear radar, the flare will be ineffective. Here in lies the problem with flares. With chaff, you can virtually ignore a missile whereas with flares, missiles demand your complete and undivided attention. This means that in the double team situation, flares aren't very useful. You can't concentrate on both an enemy fighter and a missile at the same time so you end up always being on the defensive. If you can't kill one of the enemy starfighters soon, it usually means a quick death. The slower Rebel fighters have a difficult decision to make when deciding which countermeasure to take. If they take chaff, they may be safe against missiles, but Imperials will slaughter them with cannon from behind. If they take flares, they can keep Imperials off their back, but then they are vulnerable to missiles. For Y-Wings and B-Wings, I recommend you take flares most of the time. X-Wings are caught in between, having to deal with interceptors with missiles as well as having a maneuverability weakness. When choosing your countermeasure, keep in mind how the enemy will be equipped. Beam Weaponry:
It amazes me how many players dismiss beam weapons as simply another source of energy for their engines. Although this is one of their advantages, allowing starfighters to move at rediculous speeds, the beam weapons themselves are often just as useful. Beam weapons are among the most powerful pieces of equipment you can add to a starfighter. These weapons are so powerful that I recommend you do not allow them in multiplayer battles, particularly the decoy weapon. Beam weapons versus countermeasures is just not a fair contest. Decoy Beam: The decoy beam is, in my opinion, the most powerful of the beam weapons. Imagine being able to break a missile lock with the touch of a button. Imagine completely dissappearing from an enemy's radar in a turning war. Imagine moving in behind an enemy bomber without the pilot even knowing it and delivering an advanced torpedo up its tailpipe. With the decoy weapon, these things are all possible and more. To get an idea of the decoy weapon's power, remember what it is like when your radar display is destroyed. This situation is completely debilitating, since having no situational awareness allows fighters to get in behind you and pound you 'till you're space dust. Decoy weapons do a similar thing to enemy fighters by removing yourself from their target list and radar displays. This effectively makes your opponents defenseless against you, unable to mount an offensive attack. Using the decoy beam basically eliminates any concern for defense. You are free to attack anybody and anything you wish without being harassed. With a decoy beam, you can literally fly past interceptors on a bombing run and deliver your ordnance unhindered. Particularly devastating is the beam weapon in starfighters battles. Since you know where the opponent is and he doesn't know where you are, you have an incredible advantage in closing and turning situations. Just be careful to avoid approaching an opponent within his visual range, since you are not invisible. The thought of a TIE Advanced with a decoy weapon and advanced torpedoes must keep A-Wing pilots up at night. Decoy weapons are ridiculously overpowered and have no place in a deathmatch multiplayer game. That said, every time you get a chance to take a beam weapon, taking the decoy is usually the best. Tractor Beam: The tractor beam is the old beam weapon first seen in the original TIE Fighter. This weapon gives you an overwhelming advantage in dogfights because it basically insures that you will have a continuous shot at your opponents back. Without the ability to dodge, the enemy fighter flies in a straight line unable to defend itself, making it a prime target for cannon attack and, for efficiency, a advanced torpedo right up its engine pipes. The scenario where the tractor beam is most effective is in a closing situation. You train the beam on the enemy fighter and approach it at an angle other than straight on. Since they can't turn to fire at you, you can simply let the fighter fly by in a straight line while you maneuver behind it. Now, the fighter is at your mercy. In a turning war, if you can get the beam trained on a opponent for a second, you have instantly won the confrontation because you have disrupted their turning, thus they must be in your sights. Now simply keep the beam trained on them while delivering the death blow. If an enemy starfighter is doing a weave technique to make itself more difficult and time consuming to kill (the enemy AI is good at this) then the tractor beam makes life easier by freezing the target, allowing you to pound it with ruthless efficiency. One of the clever tricks you can do with a tractor beam is to use them on starfighters and medium sized assault ships that are attacking larger ships. Keeping the tractor beam trained on the target, you can get them to collide with the ships they were originally attacking! Although this is highly amusing, letting attack ships get to the point where this happens is not recommended. You want to get them before they deliver their ordnance. Tractor beams are very powerful. If you are going to use them in multiplayer, I recommend that all Rebels use chaff since it will counteract the effects of the beam. Jamming Beam: Jamming beams are the least useful of the beam weapons. Their primary advantage lies in protecting others, not in helping you. You mainly use them to protect targets that you are escorting. By beaming attacking starfighters, you can prevent a mission critical target from being destroyed. It might be interesting to see two wingmen, each equipped with jamming beams, protecting eachothers backs with their jammers. This would make for some interesting multiplayer play. In terms of helping your own situation, jamming beams are only good in a closing head-on situation. By disabling the opposing craft's weapon systems, you can pound it as it closes without fear of taking damage yourself. Jamming beams are useless in a turning war because in order to use it, you must have the opposing craft in your sights which probably means it is in a defensive posture. Therefore, jamming it is pretty pointless. Jamming beams also give you the ability to disable a few capital ship turrets. This is moderately effective against the medium assault ships and corvettes, since they have relatively few turrets, so disabling them will have a major impact on their defenses. This isn't very useful against the larger capital ships. I'd rather have beam weapon energy in engines in such a situation. Jammers are the least abusive of the beam weapons and might be considered fair play in multiplayer games. Even then, the jamming beam still gives Imperial starfighters a huge speed boost which endangers play balance. Now that I've discussed the offensive and defensive weapons available to you in XvT or BoP, I should discuss some of the tactics that go into using them. |