Advice for combat pilots

Tips, tactics, and general discussion for Evochron Legacy.
Nigel_Strange
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Advice for combat pilots

Post by Nigel_Strange »

I just did this. I don't know why I didn't do this before.

EM allows you to map a hotkey to deployments. I think that, in a tough combat situation, it is a good idea to map a hot key to the shield array deployment. I imagine that this minor preparation will save many lives.

Stay alive out there!
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Advice for combat pilots

Post by Maarschalk »

Good solid advice!.....Cool!......;):cool:
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Post by DaveK »

I've added it to the Hints&Tips Guide! - excellent idea! :)

I'll be adding it to my key mpping next time I get time to play! :P
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Post by ct6crazycanuck »

-Missiles can be shot down if you are out of countermeasures.
-Never fly directly at an oncoming hostile
-Using beam weapons and particle cannons at the same time is not recommended
-There is no shame in jumping out of harms way (unless it's an agreed upon PvP duel)
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Post by Discord »

For sneaky PVP: (generally frowned upon) Change your callsign to be identical to the name of a ship frame that is common in the area (Eg: Guardian or Talon), so people will not know you are a player, and just assume you are a yellow threat level AI ship.
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Post by SeeJay »

From post: 136659, Topic: tid=9279, author=Discord wrote:For sneaky PVP: (generally frowned upon) Change your callsign to be identical to the name of a ship frame that is common in the area (Eg: Guardian or Talon), so people will not know you are a player, and just assume you are a yellow threat level AI ship.
Maybe new players will not know that it's a player.

It will not fool me or any other experienced pilot:)
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Post by westernnomad »

Good advice. I've already started using it on my industrialist.

What can a newbie combat pilot do to keep from going broke on his first mission? The mission was a success, but I couldn't afford to repair the damages or purchase the modules to make the repairs?

I've already downgraded the ship frame for money, but now he's a paper tiger cub.
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Advice for combat pilots

Post by MiaZ »

From post: 136746, Topic: tid=9279, author=westernnomad wrote:Good advice. I've already started using it on my industrialist.

What can a newbie combat pilot do to keep from going broke on his first mission? The mission was a success, but I couldn't afford to repair the damages or purchase the modules to make the repairs?

I've already downgraded the ship frame for money, but now he's a paper tiger cub.
As a combat pilot a repair system is good to have. : )
There are a few pieces of equipment that are nice to have before combat. Repair system is one of them.
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[Edited on 5-5-2012 by MiaZ]
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Post by Rubber Chicken »

The debate of the merits of Auto-CM Launcher vs. Anti-Missile System will rage on forever. But - If you have an Anti-Missile System and good reflexes you can wait until the very moment the missile warning indicator starts beeping REALLY fast and launch only one CM to counter the closest missile. This also works without the AMS but is kinda sketchy. AMS should be treated as an 'insurance policy' if you use this method. It is possible to get through 5 Waypoint missions in Sierra Warzone with this technique and have CM's left over. Auto-CM spams CMS until the threat is gone. Quite wasteful IMHO.

NO MATTER WHAT - When using CMs (with or without an add-on equipment) - STAY OFF OF THE AFTERBURNERS when you launch. ;)
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Post by Marvin »

:cool: That's the beauty of auto-CMs ... you can ignore missiles and use afterburner as much as you like. Personally, I'm one of those guys who can make a sunny day turn into a thunderstorm by washing my car. Or turn any calm morning into a raging windstorm by spreading grass seed on the lawn. I also find that, when engaged in combat, if there is the slightest possibilty of an enemy capital ship exiting hyperspace right next to me (and subsequently, start launching a slew of missiles in my direction), it will happen. So, for me, an auto-CM launcher is mandatory.
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Post by amtie »

So how does the AMS work? It doesn't shoot missiles when they get into red range? Because 14 million for something that barely replaces CMs isn't really worth it.
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Post by Rubber Chicken »

Auto-CM fires a microwave beam at incoming missiles, It usually needs an nth amount of weapons energy and some time to track the missile. It will however catch missiles that are shot at very close range on occasion. It's basically have a back-up to your CM's and have some sort of protection should you run out (AMS) vs. Guarranteed protection but useless once you've spammed all of your CMS (Auto-CM).

While many would argue it's a matter of preference, I know which one I'd rather have when I do Endurance Combat sessions in Onyx or Aries! AMS it is for me!;)
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Marvin
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Post by Marvin »

:cool: I don't do endurance combat in my Mammoth (with 50 CMs). I do it in an Avenger, with a load of 99 CMs. And I never run out. ;)
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Post by Busch »

You can morph the mid-to-larger framed civ ships to adapt 8 equipment slots. You'll have to fiddle with the configuration in the shipyard, trade-offs here and there. Then to the 5 basic equipment items add: shield recharger, AMS/ACM, and a cannon heat sink. This will draw your civ ship as near to a mil frame as it could be. The Shadow frame is the first/lowest military frame that has 8 eqpt. slots hard-wired in the frame. It also has 8 missile slots already in place. Adjust your efforts accordingly. ;)

I use the AMS, most exclusively. The ACM spews CM's like a fire hose. Would rather choose my own moments of deployment for the CM's, as opposed to a fidgety ACM AI. Don't waste any that way. :)
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Post by Marvin »

From post: 136810, Topic: tid=9279, author=Busch wrote:...as opposed to a fidgety ACM AI. Don't waste any that way. :)
:cool: Yeah ... after all, they are sooooooooo expensive. ;)
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Post by amtie »

More like they are sooooooooo few to carry. :P
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Post by Marvin »

:o Well, today, flying a civvy ship in a war zone (for a change), I was running out of hull long before I was running out of CMs.
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Post by Nigel_Strange »

Marvin: IIRC, you were going to test various weapons. How did the tests go?

I did a test myself. On Vonary scouts, it took about 10 seconds to destroy one using continuous fire with the Maxim-R.

It took the same time (as near as I could figure) with the Phantom cannon. Why or how, I don't know. The Maxim has longer range and higher cyclic, but the numbers do not seem to be consistent with the observed results.

Phantom: 220(y) x 90(c) = 22,500 damage/cycle
Maxim: 120(y) x 100(c) = 12,000 damage/cycle

In theory, the Phantom ought to be tearing up the foes at nearly twice the rate, yet I find that this is not the case. It DOES tear up the energy reservoires faster, though.

So, I stick with the Maxim because I can last longer in battle without running out of energy, while maintaining the exact same kill-rate.
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Post by Marvin »

:cool: The added pieces of equipment (cannon relay, etc.) seem to modify different weapons in different ways. Plus, Vonari shielding and hull material aren't of the same construction as either those of Alliance or Federation ships. So, the only viable comparison is in how fast your current weapons combo can take down whatever enemy you come up against. Depending on your personal style of combat.
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Post by light487 »

Ok.. So I don't play this game daily but when I do I always wonder how much money I should be trying to make so I can get a decent ship to start doing combat stuff by myself... even if I were to tag along in MP, I'm currently a very, very soft and easy target so I'd at least want to survive long enough for my co-op pals to finish off the enemy.

So, I'm wondering what is the best "newbie" ship and setup for this purpose. Obviously there are many ships that will do the task with many different combinations.. but I'm looking for a list of the minimum recommended frame, components and all that stuff.
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Post by Marvin »

:cool: Minimum for me would be a Mammoth (if you're talking civvy ships). If you don't mind less maneuverability, then anything above that.
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Post by light487 »

I was meaning any type, Military ships included.. but then I guess there's some requirement for getting those isn't there?

is there a list of requirements for each ship frame somewhere?
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Post by SeeJay »

Hi light487.

Here is a link to a clan I used to fly with.
There is setup for a Starmaster there. http://www.junholt.se/auronsyndicate/ma ... config.htm

Here is the requirements for each rank.
CIV - Rookie (0-24)
CIV - Novice (25-99)
CIV - Competant (100-499)
CIV - Skilled (500-999)
CIV - Advanced (1000-1999)
CIV - Expert (2000-2999)
CIV - Master (3000-4999)
CIV - Superior (5000-7499)
CIV - Veteran (7500-9998)
CIV - Legend (>9998)

MIL - Trainee (0-4)
MIL - Ensign (5-24)
MIL - Lieutenant Jr. Grade (25-49)
MIL - Lieutenant (50-99)
MIL - Lieutenant Commander (100-149)
MIL - Commander (150-249)
MIL - Captain (250-499)
MIL - Commodore (500-749)
MIL - Admiral (750-998)
MIL - Fleet Admiral (>998)

For CIV I think you need to obtain Advanced to get access to all CIV ships. (Not sure thou)
(Lots of cash helps you rank up in CIV.)
For MIL you will obtain access for all MIL ships with the rank of Commander.
(You can only rank up MIL by doing any contracts in a Warzone, not only combat ones).

I have no data for each rank and what it unlocks, sorry mate!
Hope it helps a bit anyway.
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