Which race does have the "best" ships for warfare?

Post your best tactics and strategies for getting the big bux in Vega Strike
energyman76b
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Post by energyman76b »

Hi,

same is true for the goddard, and with some nice addons (rlaan hull enforcements, better weapons, some sec trusters etc pp) you have something that beats the hell out of everybody else ;) (except real capships ...)

The Goddard has two turrets, that start hammering away your shilds at 25km. At 10km you are starting to come in the range of the first 'main' weapons - with heavily depleted shilds...

Ships that are hard to kill are plowshares...
lee
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Post by lee »

The Goddard is really nice :) What weapons are best to have on it? I like guns better than beams, but they seem to have some disadvantages.
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Post by klauss »

Beams with autotracking are deadly. Perhaps you should try that.
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lee
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Post by lee »

klauss wrote:Beams with autotracking are deadly. Perhaps you should try that.
Guns with autotracking are also deadly, but the question is which are more deadly :)

Yesterday I got persistently shot down on a mission when several ships pop out of nowhere. Though my weapons are deadly enough, the 'h' key selects some hostile target, eventually some light seconds off, instead of the closest one, and ASAP gets confused instead of turning the ship to point to the target. I'm sure I could shoot the attackers down if these things would work.

Next time, I'll try to maintain speeds above 20000 and to shoot the attackers one by one, but the SPEC drive might become a spoiler.

It takes only a second to destroy one of these attackers, but it takes ages to target them. How do you manage to select such targets quickly enough? If you don't, autotracking doesn't help much.
Accu-Accelerated
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Post by Accu-Accelerated »

lee wrote:The Goddard is really nice :) What weapons are best to have on it? I like guns better than beams, but they seem to have some disadvantages.
You should probably have some beams, you may want to upgrade them (the milspec version's lasers and perhaps some other beams can be replaced with ones that do more damage, I think), and also autotracking systems for ALL of the beams. (I prefer beams)

Also, if you aren't hunting captial ships, sell some of your torpedos and use Friend or Foe missiles. (They are the best medium missile, you can shoot them fast and they never miss)
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Post by klauss »

(They are the best medium missile, you can shoot them fast and they never miss)
They do miss. I've wasted quite a few due to those misses. Anyway, I prefer dumbfires: they may be difficult to aim, but a single hit of those and any fighter goes Kaboom (provided you have adequately softened their shields).
It takes only a second to destroy one of these attackers, but it takes ages to target them. How do you manage to select such targets quickly enough? If you don't, autotracking doesn't help much.
Well, that's right. I was thinking about a new targetting key: Target nearest attacker, which would target the nearest bogie which is locking onto you. That would be a nice defensive feature. Fixing 'h' is impossible, since the order defined by targetting first the closer one would change all the time. It would be hard to create such an iteration. Instead, the "target nearest attacker" seems to do the trick. You can also have the "Target my target's nearest attacker", for escort missions. Those classic targetting modes are all missing.
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lee
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Post by lee »

klauss wrote:
(They are the best medium missile, you can shoot them fast and they never miss)
They do miss. I've wasted quite a few due to those misses. Anyway, I prefer dumbfires: they may be difficult to aim, but a single hit of those and any fighter goes Kaboom (provided you have adequately softened their shields).
Hm, how many missiles do actually hit and are useful? It seems that there's no significant difference between Image Rec, Friend Foe and Heatseakers. All of them can hit when the target is not more than 3k off, but then, I can shoot it down with my guns much quicker than the missiles work.

Thus, I prefer the Heatseekers because they're cheap and you can take 26 of them instead of only 5 or 6 per launcher.

BTW, what does a missile do when I shoot down the ship it's locked on before the missile can hit it?

Is there a way to fire the launchers simultaneously if you have several of them?
Well, that's right. I was thinking about a new targetting key: Target nearest attacker, which would target the nearest bogie which is locking onto you. That would be a nice defensive feature.
Well, it is an _essential_ feature. Without targetting, the fighters are almost invisible so that you cannot shoot them down unaided, and neither autotracking, nor missiles work. Targetting the closes attacker is actually the purpose of the 'h' key, but it doesn't work.

When having to deal with a couple of opponents, they can shoot me down only because targetting doesn't work. That spoils all the fun of taking missions.

Those classic targetting modes are all missing.
That should be fixed soon :)
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Post by smbarbour »

lee wrote:Is there a way to fire the launchers simultaneously if you have several of them?
If you are flying using a three button mouse, holding the middle button will fire your missiles in rapid succession. (It's interesting to "add" launchers to your mounts by copying a mount and pasting it multiple times. Set the quantity to -1 and you have unlimited missiles. Sometimes I'm too lazy to just shoot at my opponents.)

And yes, missiles will acquire new targets if it's target is destroyed.
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ack2000
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Post by ack2000 »

And I thought I was lazy for creating my gatlin gun (plasma high rate of fire).

see link below:)
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Post by smbarbour »

If I wanted to be really lazy, I'd just slap a couple of lr_pminus_beam_mkiv's on. I screwed up my faction relations with that one. Autotracking + friendly ships = VERY BAD! They don't miss (and don't leave anything behind).
I've stopped playing. I'm waiting for a new release.

I've kicked the MMO habit for now, but if I maintain enough money for an EVE-Online subscription, I'll be gone again.
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Post by Shadowmane »

I have flown an Aera ship, a Goddard, a Lancelot, and a few other Confed ships. I've also flown Rlaan ships. All of them at different levels of upgrades. I have found in my short time of playing, that the worst ship to have is an Aera ship, and the best ship to have is a Rlaan ship. Aera ships just aren't that sturdy.
providence2010
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Post by providence2010 »

I've flown confed, militia, and rlaan, and I'd have to say that it really depends on how you fight. If you like to get in really really close, the rlaan are choice because of their amazing shielding, speed, and beam array capabilities. However, if you're looking for something that lets you take the baddies out from a long distance the lancelot is definitely much better. Neither is good for cap ships however with the exception of the cheaper of the two rlaan heavy ships.
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Post by HammerFall »

I have 2 questions myself.

First, what's better, a goddard or an ox (if possible, list which ones are good/bad at)

Second, what's the lancelot good for? It seems to be an interesting craft, and since my reputation with area and rlaan are shot to hell, I'm not even gonna bother to try and sneak into a starfortress or anything.
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Post by Elfen-elvisharcher »

After setting up and configuring the bindings I have found my Llama is a
lame ship, but i am not sure at all !!!
So why .....
Because you can dock on big fighters and there you can buy an upgrade which makes it really fast i suppose. I have not try it out but it sounds good !!!
My first thought was to buy a Progency and eqquip it with four
repulsor beams ??? ----> DAMAGE249,000 MJ/s ???
I thing when it is true that thouching a ship for one sec with four Repulsors
you can take down everything but why four Repulsors ???
because the Repulsor-firedelay is 0.3 sec. 3 * 0.3 makes 0.9 secs of
it and 4 * 0.3 makes 1.2 secs Repulsor hitting time
would this work like this ????
Or is the damage with 249,000 MJ/s not correct ???
then I just tried it but the Repulsor made not a little scratch :evil:
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klauss
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Post by klauss »

The repulsor pushes with a force related to what's shown as damage. It doesn't damage. So, you're merely pushing the ship away. You could try forcing it into a collision with an asteroid or something like that, or pusing asteroids towards capships at insane speeds could also be very nifty, but still, it's not that great as a standalone weapon.

The stats screen really should show "Push force" instead of "Damage".
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PiratesBane
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Post by PiratesBane »

HammerFall wrote:I have 2 questions myself.

First, what's better, a goddard or an ox (if possible, list which ones are good/bad at)

Second, what's the lancelot good for? It seems to be an interesting craft, and since my reputation with area and rlaan are shot to hell, I'm not even gonna bother to try and sneak into a starfortress or anything.
IMHO a goddard is much better than an ox unless you want to spend lots of time watching the view crawl past your windows as the ox turns ever so slowly. Even a mule is too sluggish to be fun for very long.
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Pref ship

Post by loki1950 »

i am flying a determent right now like 2 heavy 2 med guns and 4 med missile mounts. also like the max speed 2290 km/h if i remember it is an interceptor. Needs some souping up bigger reactor etc. :)

Enjoy the Choice
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Post by Wisq »

Yes, comparing a Goddard and an Ox is like comparing a tank with an aircraft carrier. They're really just not comparable.

I found the Goddard very slow. The main benefits are the cargo capacity and those turrets, though. Be sure to save before buying, then test fly it for a while before saving over your pre-buy file. In particular, test the turrets. I tried it in a CVS version where turrets seemed broken, and it was kinda useless IMO.

Of course, I've been flying capships for a while, so a Goddard might not seem so slow any more.
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Post by boxie »

Is an aelar the same thing as an ariston?
Wisq
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Post by Wisq »

Yes, sorry. Ariston is the CVS name for Aelar, I think. (Most of the Aera ships were renamed.)
boxie
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Post by boxie »

Oh right, thanks
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