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Builds to deal with agile targets


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Patch 1.3.0

These are some of the builds that are specialised in dealing with agile targets in PvP, of course none of these builds are 100% set in stone, there is always room for tuning and adjustments depending on personal needs, purpose and enemy expectations. And, obviously these are not the only ones out there that excel at dealing with such threats, but those are ones of the most efficient at that.

These builds made with a thought in mind that you have to be prepared for the worst, meaning these are not made to farm 90% of clueless people, but rather to be able to deal with that 1 guy on enemy team that wrecks havoc in lines of your clueless teammates. while still capable of dealing with majority of population. Because these builds are specialised in anti agile targets, quite often there might be efficiency problem in dealing with heavier targets, if you are facing hwy frig ball mixed with empire commands/gunships, it may not be wise to chose such build in that situation.

Each of these builds have different approach and can excel or be total nightmare at certain maps/game modes, for example i would no use that Jaguar in a team battle/combat recon, and I'd prefer not to use that Caltrop in detonation on most of the maps.

(Some ships that are worth mention but not limited to,

- Gauss Jaguar/RockWell/Mjolnir

- Bubble Lion

- "speedy" T-Rex mk2

- Jarl / Spectre Falcon /Cyning with slow missiles and pulse lasers.

1) Gray Falcon

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2) Caltrop

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3) Lion MK2

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4) Jaguar

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** GrayFalcon/Caltrop (and Cyning), "No skill Ace" is what you will often get in PM after ruining a farming streak of some "wanna be pro", imho those are the best anti interceptor platform, for a combination of these:

- Passive rotation bonus

- Capable to have 500+ speed without "relatively" losing tank and agility

- have 200 rotation AND 200 strafe <- this one is one of the major reasons - majority of "dangerous" interceptors will aim for high rotation (pitch stat) 170+, but will keep their strafe at default value or get around ~140, which is not much different from base. Or they will be the full strafe builds with terrible rotation. 200 pitch+200 strafe +pulse lasers (or high projectile speed plasma gun) allow to effectively deal with their flying patterns while not being worse than them in maneuvering. Dogfights are usually comes down to circling around each other, and if one have low strafe value, his circle is a straight line from your perspective, and easy to follow, while if you keep altering strafe direction while rotation, you look much like a zigzag to your opponent, making it much harder to hit you, even with beam weapons.

No skill missiles are there, because they are simply more reliable and effective vs targeted audience, they are pretty bad vs all other targets, even medium fighters - low total dmg payload, low dps, but they are excel vs fast targets, quite often you will find yourself in a situation where you have to take down "a guy over there", that is ignoring you and focusing on taking your engineer apart or simply fleeing while shaking his as5, in such situations unguided missiles are not reliable and often miss. And another reason is that aiming unguided while using weapons that require no or next to no leading of your target, simply counter productive - you will have to stop shooting at your enemy in order to aim and hit your unguided (that is unless he is dueling you, in that case it is much easier, but this is not always the case)

*** Lion mk2 - one of the most hate generating build i ever flew, it is not necessary "a kill farmer", but rather "ruin your day and force you to switch to another role" type of build, stay in second line, and create an area of denial.

Very important to not get tunnel visioned on your target and keep the radar and being locked on in back of your mind constantly, this is not a dogfighting build, and should avoid 1v1 at all costs - to the point of paranoia that the moment you being locked on, cloak and reposition.

This build requires a lot of open space, line of sight, avoid using it in Beacon Hunts all together and somewhat in team battle/combat recon on tiny maps cause you need some time to build up a slow and force your opponent to proc his 8-2/escapes to live him wide open for Engine Suppressor kill.

**** Jaguar is similar to Lion mk2 in gamemode/map selections but opposite in handling, excels at taking down lonely targets with hit and runs and extreme annoyance of being quite illusive due to it fast chameleon and perma Adaptives disable. Takes some time of getting use to maneuvering and energy management, since simply spamming AB on and off will leave you dry in seconds.

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Are you a Pro at diaper changes yet?

you bet, that is the only way to survive on this forum after all.

Well, some hands on experience help too )))

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  • 4 weeks later...

There has been some changes/freedom to special ships so did you changed/upgrade anything on the jaguar or caltrop?

I spent most of the time in T3 playing destroyer, wasted most of my credits on re-layouting Archon in different ways and changes peregrine couple times too, so i am out of credits now :D

In any case, I am personally not a Gauss fan, so I am not really planning on changing Jag for that, and on Caltrop, I might consider dropping 3rd Shield for 2d Cap (Heat-sink) OR Hull (Missile Pylon)

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I spent most of the time in T3 playing destroyer, wasted most of my credits on re-layouting Archon in different ways and changes peregrine couple times too, so i am out of credits now :D

In any case, I am personally not a Gauss fan, so I am not really planning on changing Jag for that, and on Caltrop, I might consider dropping 3rd Shield for 2d Cap (Heat-sink) OR Hull (Missile Pylon)

I just got jaguar and I am building similier to yours but I got em speed instead of main weapon dmg. I am not sure if its better, I will try both when I have credits to change :P

 

I am planing to go for an interceptor special ship but not sure which one. Do you still think caltrop is still better to deal with interceptors or should I go for another one, consedering all of them have rotation bonus now.

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It is hard to say what ship is "da best", it really depends on a lot of factors - match sizes, skill of an interceptor, map, game mode, and quite some more I'de say Caltrop is easier to consistently perform well (counting all of these factors) than a Jag, in the same time I'd say jag has a better potential to be devastating and enemy table flip kinda ship under right circumstances and yet feel utterly useless under others.

So i'd break it down this way:

Jag

- PvP

-- circumstances dependant to be great.

-- higher skill cap imho

- Invasion

-- same build is great for Invasion pirating, since you can force your own rules of the engagement

-- pretty good for Invasion dailys and farming

- PvE

-- Sometimes is not useless

Caltrop

- PvP

-- less dependant on outside conditions, more dependant on own performance

- Invasion

-- Next to useless

- PvE

-- Useless

Regarding other 2 interceptors

- Cyning is definitely not a specialized anti interceptor material, even though it can be tanky and manoeuvrable, I dont see it being better than other options for that task

- Peregrine could be pretty good as anti interceptor, but will be very similar to Gray Falcon with slight advantages, considering the price I'd rather use it in different department where it provides more cost-benefits (like full DD glassy cannon instead of Falcon-M)

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  • 1 year later...

Here's my Waz'Got build to survive and/or hunt down quick enemies (interceptors, tacklers):

 

Weapons and Modules:

Weapon:
 ['Eclipse' Launcher 17]

Ammo:
 [Supercooled Charges 17]

Missiles:
 [Minelayer 17]

Special module:
 [Scavenger drones]

Active modules:

 [Pirate Mass Shield Generator 17]
 [Gravi-wave 17]
 [Waz'Got battle station 17]
 [Nanocomposite Coating 17

Engine:
 [Displacement sphere 17]
 [Antifriction sphere 17]

Capacitor:
 [Emergency capsule 17]

Shield:
 [Combat shield regenerator 17]
 [EM-diffuser 17]
 [Thermal Modulator 17]

Hull:
 [Reactive Armor 17]
 [Crystal Plates 17]
 [Thermal Insulator 17]

CPU:
 [Production optimization 17]
 [Overclocked CPU 17]

 

 

swift enemies roundel.jpg

swift enemies crew.jpg

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Step n1 : EM torpedoes

Step n2 : fly close to walls

Step n3 :when intie come press right click in direction of wall

Step n4 :you explode but your ship explosion knocks off 1-2 inties.

 

Or alternatively run something with speed inhibition. For weapons - Build for projectile speed and dispersion first !

Note that you can deal with them indirectly - eg killing is not always an option. For example fly a command and press speed+ dmg buff to let your allies make their few hits that land on fast targets that much more worth it. Think in the grander scale. Also pre r 14 tacklers with new modules.

 

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