Living with the Orion in Mid-Game

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z30
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Living with the Orion in Mid-Game

Post by z30 »

I'm starting to get a grip on the Orion and this post is about how to optimize your use of it in the early mid-game.

My critique of this ship can be found in the thread "Orion Blues" and FireSkull's Orion thread in the WCU forum has a lot of ideas (&counterarguments) of how to improve this controversial ride.

The ff. settings in vegastrike.config file can be adjusted to give you an edge without breaking the game balance (and ruining your enjoyment of the game):


<var name="print_ship_type" value="true"/>
<var name="print_faction" value="true"/>


Setting the print_faction setting to true will show you to which faction that targetted Talon ship belongs to - is it Retro or Militia ? Default setting for this is false.

Works with bases,refinaries and other objects too. I have a pretty bad rep with the militia right now and knowing that the installation in front is owned by them is quite useful.

(note: I'm using the complete PR 1.2 not a patched PR 1.1 )


<var name="radarRange" value="15000" />
<var name="drawLineToTarget" value="true" />


Setting the drawLineToTarget to true does what it says, it draws a line from your cockpit window edge to the target and keeps it there. Useful for tracking a distant enemy which is closely entangled with friendlies. Also valuable for fight which take place in clutter (ie. asteroid fields).

For your intermediate radar use the Hunter model, the B&S one doesn't lock onto the target for me. The radar lockon feature plus the drawLine capability means that you won't lose track of the target for long.


<var name="ai_pilot_when_in_turret" value="false"/>


Setting this to true turns the ai dogfight pilot on when you jump into the turret. Your ship will start jinking and evading at this point.

It's not really useful right now because it's not a toggle - you can't switch it on/off during the game. But if it does become a switch then you can use this (while in the turret) when taking too much damage from enemies at your six.

The Orion will turn faster if you use the Shelton slide/release manuever, use this technique in dogfights instead of the normal turn.

When fighting Gothris (tough bastards), burn to get speed and use the Shelton slide to keep facing them. These tend to circle around (fast!) trying to get at your back/blind side. Catch incoming beams and missiles with your left/right shields.

When caught by hostiles while preparing for a jump, spin your ship (Shelton again) to distribute damage till the 10 second Jump cycle completes.

I've gone back to mesons because neutrons take too much out of my Level 2 reactor. It's also impossible to hit a Gothri/Talon running at full speed across you with < 100 ms/sec bolts unless you're damn good. Being able to do this will be critical in escort missions.

My rear turret meson guns definitely consume a *lot* more energy than my hull pair so a 2/3 shield setting (current shield is Level 2) if you want a long burst.

Go for the Afterburner enhancer instead of the Cargo one - this ride isn't built for trading..missions/contracts are the way to go.

That's it - veteran pilots of the Orion will surely have more tips to add, I don't claim to belong to that category :)
Fireskull
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Post by Fireskull »

Yes, sell those rear messons and buy either lasers or mass drivers. Keep your shields up.

*Do shelton slide even work? AFAIK it doesnt.

** mesons are useless in heavies like the orion, matter of fact, any gun that is listed as "light" shouldnt be equipped on orions. Unless if all you wanna do is fight talons.

*** with a level 2 reactor you arent supposed to go around killing kilrathi anyway.
JonathanD
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Post by JonathanD »

Your turret doesn't draw from your ships reactor... it has it's own (grossly underpowered :p) reactor and this is why it runs out faster. Brb gonna check the stats....
reactor level 2 is rated at 110/70
Seems the turret gets a 100/30, is this right?
Theres entries for the guns and the turrets themselves, I'm not sure which is accurate for how much usable juice the turret gets.
First value in each is capacitance, second is recharge. So you get about the same number of initial meson shots out of the turret but it takes more than 2x as long to recharge (so actually, you get a little less "active")

or something :p
z30
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Post by z30 »

Fireskull wrote:
*Do shelton slide even work? AFAIK it doesnt.

** mesons are useless in heavies like the orion, matter of fact, any gun that is listed as "light" shouldnt be equipped on orions. Unless if all you wanna do is fight talons.
Used to die to Gothri's almost every encounter before. Even the fights I won left me limping back to base. It got to the point I'd start running as soon as I spotted that ship on the furthest range of the radar.

Their turn rate is incredible for a ship that size (heavy fighter isn't it?) , would run rings around me and if you run they easily catch up with you. Their front armament is murder on my hulls :)

I regularly use the Shelton slide now, it turns your ship into one huge usable turret. In fact, if the Galaxy's turrets turned the way the Orion does the Shelton they'd be useful - right now the turrets are too "twitchy" and very difficult to aim (still haven't gotten the AI to work).

Two Gothri's still kill me period, unless the other get's distracted by another target.
z30
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Post by z30 »

JonathanD wrote:Your turret doesn't draw from your ships reactor... it has it's own (grossly underpowered :p) reactor and this is why it runs out faster. Brb gonna check the stats....
reactor level 2 is rated at 110/70
Seems the turret gets a 100/30, is this right?
Theres entries for the guns and the turrets themselves, I'm not sure which is accurate for how much usable juice the turret gets.
First value in each is capacitance, second is recharge. So you get about the same number of initial meson shots out of the turret but it takes more than 2x as long to recharge (so actually, you get a little less "active")

or something :p
You're right - just retested it. The technique works for the front guns but not for the turret.
Fireskull
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Post by Fireskull »

ah I thought you were using the shelton key, nevermind me :P

You see, your ship is underquiped. Having a orion with level 2 reactors, and keeping its shields at half power, is the same as having a shieldless centurion. Thats the reason you find the ship to be innefective, cause the current config you have just is, no offense meant, innefective. Actually, if you can kill gothris in what you have, it seens you are a real good gamer.
z30
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Post by z30 »

Fireskull wrote:ah I thought you were using the shelton key, nevermind me :P

You see, your ship is underquiped. Having a orion with level 2 reactors, and keeping its shields at half power, is the same as having a shieldless centurion. Thats the reason you find the ship to be innefective, cause the current config you have just is, no offense meant, innefective. Actually, if you can kill gothris in what you have, it seens you are a real good gamer.
Sheer stubborness and a DF missile at the right time, you're still a better Orion pilot than I am.

I ran out of cash, actually wanted heavier guns. Kroiz and his goons shred me everytime I drop into the Rikel system so underquipped is probably an understatement :)
Fireskull
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Post by Fireskull »

Dude :P

Get some cargo missions from the merchant guild. They pay good money, sometimes better than bounties, and are quite easy, plus you dont need a cargo expansion for them.
z30
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Post by z30 »

Fireskull wrote:Dude :P

Get some cargo missions from the merchant guild. They pay good money, sometimes better than bounties, and are quite easy, plus you dont need a cargo expansion for them.
Will do :) I'm getting tired of being one with the spacedust in Rikel.
micheal_andreas_stahl
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Post by micheal_andreas_stahl »

I dislike seeing every body say that the Orion is worthless. it is deadly when setup properly. though it is very expensive it is worth every penny. light guns are NOT for a HEAVY craft, and the Orion is in that catogory. as i said it is formidable when setup properly. Stop at nothing to get a properly setup Orion. heavy reactor, heavy shields, heavy guns, and yes it is like a turret. money does not matter(well not for me as i had 110 million credits before i setup my orion)!

Righteous Fire seems to fight me :evil:

Wonder how many times you can edit these posts! :D
Last edited by micheal_andreas_stahl on Wed May 24, 2006 1:42 pm, edited 2 times in total.
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ijuin
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Post by ijuin »

To get the most out of the Orion you really need to have at least level 4 shields and reactor, and Tachyon or heavier guns. Lighter guns or shields negate the Orion's inherent advantage (that being that it can handle the heaviest shields and reactors available).
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micheal_andreas_stahl
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Post by micheal_andreas_stahl »

But that gets REALLY expensive. but I have no money problems. though i suppose others would. Actually i started a new game only this time going the the campain in a Orion, and i relised that it REALLY is hard to equip. this time i did not cheat. takes the fun out when you no longr have to whatch what one spends
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z30
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Post by z30 »

micheal_andreas_stahl wrote:But that gets REALLY expensive. but I have no money problems. though i suppose others would. Actually i started a new game only this time going the the campain in a Orion, and i relised that it REALLY is hard to equip. this time i did not cheat. takes the fun out when you no longr have to whatch what one spends
Restarting the game from scratch and will take the Orion route this time. It's got the balancing problem that most hybrid ships do, much easier to design a pure fighter like the Talon or Centurion or a pure cargo ship.

Will modify the ship stats though to reflect the original Privateer price (~75k) and a larger cargo hold.
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