The wolf: how do you fly it?

I can’t figure out gunships really in this game. The Phobos has been a trial and I just recently got the wolf and have been suffering through it. I’ve been trying adaptives but I pop instantly und fire and I’m at a lost as to what weapons synergize we’ll with the run and gun playstyle. I can barely apply damage or get kills and the most succes I had was when I used it as a mobile turret. Obviously sub optimal usage. I saw the gunship guide but I still suck with it.

So what is my mindset when using these fast gunships? My main targets?

There are some nice adaptive builds with singularity cannon, which you then use as a dive bomber on frigates and fighters.  You also need a high turn speed for this build to work so fill your engine slots with vernier engines.  Yeahalex can explain this better than me and he even made a video explaining this build.  I’ll try and look for the thread again.

 

Assault railgun is good if you want to turn it into a dogfighter, but like with singularity, you will need a high turn velocity.

 

Otherwise if you are still keen on the mobile turret build you can make a very strong gunship using lasers which have high DPS from a long way away (as long as your aim is good).  This is better on empire gunships which are tankier than fed.

 

Either way, your main targets will be frigates and fighters.  I’m not saying it’s not possible to attack interceptors, but it is a lot more difficult.

 

 

There we go: [http://forum.star-conflict.com/index.php?/topic/23821-video-yeahalex/](< base_url >/index.php?/topic/23821-video-yeahalex/)  Second post on this thread has the video I was thinking of.

Hi, PureBLINDSHOCK,

 

I’ll show you my build for the next ship, the Wolf-M, which is imo the best T3 gunship.  It can pwn practically any ship in 1 on 1 combat, but it takes a lot of practice, patience, and planning.  Since the Wolf has only 1 shield slot, it’s not nearly as good as the Wolf-M, though it is still durable.  Also, with my build, you will have four different ways of escaping engine inhibiting effects, which can cripple your ship if you’re not careful. 

 

As with any ship with Adaptive shields (when fully upgraded, gives 42 pts of damage resist to all dmg types to hull and shield) you never ever EVER want to be moving at anything less than 110% of your maximum speed.  Seriously.  I pretty much hold my afterburners on the WHOLE round if I can.  This means that you have to watch out for tacklers, guards, and ECM ships in particular, because they can really screw you quickly.  And I mean FAST.  These are your main targets.  I tend to go for really anyone, but that’s because I’m very comfortable in the Wolf-M and can dogfight most interceptor pilots and win.  But it takes practice, and good aim :wink:

 

I will explain my build:

 

Engine Block:

 - 1x Vernier Engine : Helps offset the roll deficiency created by the Galvanized armour (explained below) as well as overcompensating for the deficiency and giving you more roll overall.

 - 1x Collision Compensator : This has a few purposes.  First, if you crash, obviously you’ll take less damage.  Getting disabled by ECM ships will send you flying into objects, so this is the MAIN reason I take the compensator.  I find that I crash a lot more without it, mostly due to ECM (and lag heh).  Additionally, it helps with maneuvering and acts as an additional roll unit.

 

Capacitor Block:

 - 1x Iridium Heatsink : I choose the heatsink over the other capacitor options because of the main weapon’s slow fire rate.  10% increase really makes a difference.

 

Shield Block:

 - 2x Adaptive Shields:  At 110% max speed, you get another 84 pts of resistance to all damage types…this is invaluable, and  IT IS YOUR TANK…DO NOT LOSE THIS BONUS!!! EVER!!!

 

Hull Block:

 - 1x Galvanized Armour: Increases your hull resistances at the expense of roll.  Again, the vernier engines overcompensate, so it’s fine to use it. Don’t be scared…you will live a lot longer and be feared!

 

CPU Block:

 - 1x Infrared Scanner:  The extra critical hit chance is a must, since the singularity cannon does not have a high critical hit chance.  Mine is at 25%.  This is a must, since your aiming overcharge works off of this percentage.

 

Main Weapon / Missile Block:

 - Singularity Canon:  This slow-firing weapon, with a slow projectile speed is hard to master.  The trick is to not miss…lol.  But really, just make sure each shot you fire goes to the aim indicator, and you’ll be golden.  The fact that the shots are AoE helps tremendously.  Also, don’t forget that your shots can go through beacons and other ships, as well as some other objects in the game.

 

Some use the 7.4% damage boost ammo, but I find that the 60% reduction in heating rate basically makes this weapon insanely OP, because its DPS basically goes up by a significant amount.

 

 - EM Missiles:  When combined with the R5 implant, you can get insane turn radii from these missiles.  In fact, most of the time, if they miss they will come back around and hit your target!  It’s awesome, so use them =]

 

Active Module Block:

 - Aiming Overcharge:  Use this in concert with your overdrive, and you’ll realize why gunships are so loved.  50% increased fire rate with ~50% increase to critical hits will leave you in awe at how fast you can take down enemy ships.  I always enable this module first, so that I can take full advantage of the 8 seconds of overdrive.

 

 - Combat Reboot:  This is your safety net.  You get into too much trouble, you HAVE to activate this.  It not only disrupts all negative effects while preventing new ones, it makes you invulnerable for 2.2 seconds when fully upgraded.  It is invaluable when fighting ECM and Tackler pilots.  It’s less useful against guards, but sometimes I’ll activated it to tank some of a pulsar if I need to, since it’s a negative effect :wink:  Also, if you’re about to get hit by a missile you know will kill you, activating this module will save your life more times than you can imagine.

 

 - Engine Overcharge:  A must for fed gunships (and really ANY gunship), you can boost your speed to over 600 m/s while it is active.  When used with overdrive, you’ll hit 700 m/s, since overdrive increases your speed by 50%, and the two modules stack.  This module is really useful for catching up to slower interceptors, tacklers, and others.  Also, it’s good for either occupying or escaping an area quickly.  If you get tackled, engage this module OR your overdrive to boost your speed above 110% again.

 

 - Repair Kit:  Since your build focuses on resists and not hull strength, this module does a LOT.  it basically repairs about 60-75% of your hull.  And since all 5106 points of hull have massive resists on them, you’ll find that your repair kit comes back right when you need it again.  Most of the time :wink:  Also, activating this module (if you have the R8 implant as I do) will cancel out effects on your engines.  So it’s handy as a last-resort ditch effort from tacklers or guards.

 

afFxOCZ.jpg

 

Implants:

 

QQxZdd4.png

 

Piloting the Wolf-M is tricky.  You have to constantly be on the lookout for ships that can debuff your speed.  Having four different ways to break away from engine effects is great.  However, the biggest thing to look out for are ECM ships trying to siphon your energy.  This kills me more than anything else, so I’m cautioning you…don’t underestimate this module.  It lasts for over 7 seconds, drains ALL of your energy, disengages your afterburners, prevents you from using modules to move faster (because you have no energy), and disables your adaptive shields as a result.  No kidding.  The Ion Diffuser is OP against gunships, especially fed ones, so be careful.

 

A cool maneuver I learned is to use overdrive (but not engine overcharge, too, unless you need to) and strafe and roll into your attack.  You need to land every shot, but it’s a great maneuver for several reasons.  First off, the maneuver resembles a barrel roll, and since you’re strafing you’ll slow down a little.  This gives you more time to get shots off, and it increases the distance from you to the target, which gives a bit more time, too.  I do this maneuver when I need to dodge fire when engaging.  You don’t always need to do it, so plan accordingly.  If the enemy is not paying attention anyways, don’t do the maneuver unless you know you can get your shots off faster than he can react.

 

There’s a lot of strategy to flying this ship.  Hopefully I hit some good points that will help you master this ship, and the higher levels :slight_smile:  Good luck, and happy flying!

“Dive bomber” is probably best strategy to pilot fed gunships. Go into, overdrive, overcharge, send as many bubbles you can throw without overheat, then turn back, combat reboot, engine overcharge and GTFO behind cover. Wait for modules to recharge, repeat.

There are some nice adaptive builds with singularity cannon

 

You can’t tell someone to fly the Wolf like the Wolf-M…

 

 

Hi, PureBLINDSHOCK,

 

That’s not a Wolf.

 

I can’t figure out gunships really in this game. The Phobos has been a trial and I just recently got the wolf and have been suffering through it. I’ve been trying adaptives but I pop instantly und fire and I’m at a lost as to what weapons synergize we’ll with the run and gun playstyle. I can barely apply damage or get kills and the most succes I had was when I used it as a mobile turret. Obviously sub optimal usage. I saw the gunship guide but I still suck with it.

So what is my mindset when using these fast gunships? My main targets?

 

8316ZVV.jpg

 

This is a Wolf and you should use kinetic weapons Imo. Wolf has only 1 slot for Adaptive Shield not 2, and it has 0 slots for EB, so going with bubbles wont be that good. Also, you dont’ have Gigas II/Cheetah and if you don’t use a kinetic weapon, you’re just wasting one of your passive bonuses.

 

If you use Gauss Cannon instead of Railguns you don’t need the Adaptive Shield, and a Collision Compensator to add some strafe could benefit you.

Not going kenetic is truely lose two bonuses. Having the spread reduction allows you to not use the invasion ammo. Having the projectile speed is just awsome.

 

The module to increase overheating time is very important for rail guns. It is nearly a do not fly without.

 

Another good ship suggestion by Residente.

Hum… Lots of things to think about here. I was wondering how to use my gunships as well, now i have a few tricks to try.

Not going kenetic is truely lose two bonuses. Having the spread reduction allows you to not use the invasion ammo. Having the projectile speed is just awsome.

 

The module to increase overheating time is very important for rail guns. It is nearly a do not fly without.

 

Another good ship suggestion by Residente.

Side note, Assault railguns in any type of build does not need Invasion ammo (neither dmg nor spread reductions)

About the importance of full speed maintainance, is there a way to continuously use afterburner without pressing the button all the time?

Hi, PureBLINDSHOCK,

 

I’ll show you my build for the next ship, the Wolf-M

 

 

That’s not a Wolf.

 

 

You’re right.  It’s not.  And I never said it was.

You’re right.  It’s not.  And I never said it was.

 

Well but he’s not asking a Wolf-M build, he doesn’t even have that ship yet.

 

gEOyGZm.png

Well but he’s not asking a Wolf-M build, he doesn’t even have that ship yet.

 

gEOyGZm.png

 

I can clearly see that.  He was also wondering why he was getting wrecked in that ship.  And the reason is because it is not the Wolf-M.  My post was more of a “this ship is a better one than what you have, so try to get it so you can do what you’re looking to do…which is pew pew pew kill”

I can clearly see that.  He was also wondering why he was getting wrecked in that ship.  And the reason is because it is not the Wolf-M.  My post was more of a “this ship is a better one than what you have, so try to get it so you can do what you’re looking to do…which is pew pew pew kill”

 

Well now that you edited the post it clearly looks like that xD

Well now that you edited the post it clearly looks like that xD

 

Eh?  Edited which one?  I only edited the OP, but that was while I was posting it to begin with.

Wolf is nice with Assault Rails but the trick is practising your aiming whilst on the move. Wolf and Wolf-m are one of those ships where they do not last long when going at a slower pace, that slower role is for the empire gunships

 

Hi, PureBLINDSHOCK,

 

I’ll show you my build for the next ship, the Wolf-M, which is imo the best T3 gunship.  It can pwn practically any ship in 1 on 1 combat, but it takes a lot of practice, patience, and planning.  Since the Wolf has only 1 shield slot, it’s not nearly as good as the Wolf-M, though it is still durable.  Also, with my build, you will have four different ways of escaping engine inhibiting effects, which can cripple your ship if you’re not careful. 

 

As with any ship with Adaptive shields (when fully upgraded, gives 42 pts of damage resist to all dmg types to hull and shield) you never ever EVER want to be moving at anything less than 110% of your maximum speed.  Seriously.  I pretty much hold my afterburners on the WHOLE round if I can.  This means that you have to watch out for tacklers, guards, and ECM ships in particular, because they can really screw you quickly.  And I mean FAST.  These are your main targets.  I tend to go for really anyone, but that’s because I’m very comfortable in the Wolf-M and can dogfight most interceptor pilots and win.  But it takes practice, and good aim :wink:

 

I will explain my build:

 

Engine Block:

 - 1x Vernier Engine : Helps offset the roll deficiency created by the Galvanized armour (explained below) as well as overcompensating for the deficiency and giving you more roll overall.

 - 1x Collision Compensator : This has a few purposes.  First, if you crash, obviously you’ll take less damage.  Getting disabled by ECM ships will send you flying into objects, so this is the MAIN reason I take the compensator.  I find that I crash a lot more without it, mostly due to ECM (and lag heh).  Additionally, it helps with maneuvering and acts as an additional roll unit.

 

Capacitor Block:

 - 1x Iridium Heatsink : I choose the heatsink over the other capacitor options because of the main weapon’s slow fire rate.  10% increase really makes a difference.

 

Shield Block:

 - 2x Adaptive Shields:  At 110% max speed, you get another 84 pts of resistance to all damage types…this is invaluable, and  IT IS YOUR TANK…DO NOT LOSE THIS BONUS!!! EVER!!!

 

Hull Block:

 - 1x Galvanized Armour: Increases your hull resistances at the expense of roll.  Again, the vernier engines overcompensate, so it’s fine to use it. Don’t be scared…you will live a lot longer and be feared!

 

CPU Block:

 - 1x Infrared Scanner:  The extra critical hit chance is a must, since the singularity cannon does not have a high critical hit chance.  Mine is at 25%.  This is a must, since your aiming overcharge works off of this percentage.

 

Main Weapon / Missile Block:

 - Singularity Canon:  This slow-firing weapon, with a slow projectile speed is hard to master.  The trick is to not miss…lol.  But really, just make sure each shot you fire goes to the aim indicator, and you’ll be golden.  The fact that the shots are AoE helps tremendously.  Also, don’t forget that your shots can go through beacons and other ships, as well as some other objects in the game.

 

Some use the 7.4% damage boost ammo, but I find that the 60% reduction in heating rate basically makes this weapon insanely OP, because its DPS basically goes up by a significant amount.

 

 - EM Missiles:  When combined with the R5 implant, you can get insane turn radii from these missiles.  In fact, most of the time, if they miss they will come back around and hit your target!  It’s awesome, so use them =]

 

Active Module Block:

 - Aiming Overcharge:  Use this in concert with your overdrive, and you’ll realize why gunships are so loved.  50% increased fire rate with ~50% increase to critical hits will leave you in awe at how fast you can take down enemy ships.  I always enable this module first, so that I can take full advantage of the 8 seconds of overdrive.

 

 - Combat Reboot:  This is your safety net.  You get into too much trouble, you HAVE to activate this.  It not only disrupts all negative effects while preventing new ones, it makes you invulnerable for 2.2 seconds when fully upgraded.  It is invaluable when fighting ECM and Tackler pilots.  It’s less useful against guards, but sometimes I’ll activated it to tank some of a pulsar if I need to, since it’s a negative effect :wink:  Also, if you’re about to get hit by a missile you know will kill you, activating this module will save your life more times than you can imagine.

 

 - Engine Overcharge:  A must for fed gunships (and really ANY gunship), you can boost your speed to over 600 m/s while it is active.  When used with overdrive, you’ll hit 700 m/s, since overdrive increases your speed by 50%, and the two modules stack.  This module is really useful for catching up to slower interceptors, tacklers, and others.  Also, it’s good for either occupying or escaping an area quickly.  If you get tackled, engage this module OR your overdrive to boost your speed above 110% again.

 

 - Repair Kit:  Since your build focuses on resists and not hull strength, this module does a LOT.  it basically repairs about 60-75% of your hull.  And since all 5106 points of hull have massive resists on them, you’ll find that your repair kit comes back right when you need it again.  Most of the time :wink:  Also, activating this module (if you have the R8 implant as I do) will cancel out effects on your engines.  So it’s handy as a last-resort ditch effort from tacklers or guards.

 

afFxOCZ.jpg

 

Implants:

 

QQxZdd4.png

 

Piloting the Wolf-M is tricky.  You have to constantly be on the lookout for ships that can debuff your speed.  Having four different ways to break away from engine effects is great.  However, the biggest thing to look out for are ECM ships trying to siphon your energy.  This kills me more than anything else, so I’m cautioning you…don’t underestimate this module.  It lasts for over 7 seconds, drains ALL of your energy, disengages your afterburners, prevents you from using modules to move faster (because you have no energy), and disables your adaptive shields as a result.  No kidding.  The Ion Diffuser is OP against gunships, especially fed ones, so be careful.

 

A cool maneuver I learned is to use overdrive (but not engine overcharge, too, unless you need to) and strafe and roll into your attack.  You need to land every shot, but it’s a great maneuver for several reasons.  First off, the maneuver resembles a barrel roll, and since you’re strafing you’ll slow down a little.  This gives you more time to get shots off, and it increases the distance from you to the target, which gives a bit more time, too.  I do this maneuver when I need to dodge fire when engaging.  You don’t always need to do it, so plan accordingly.  If the enemy is not paying attention anyways, don’t do the maneuver unless you know you can get your shots off faster than he can react.

 

There’s a lot of strategy to flying this ship.  Hopefully I hit some good points that will help you master this ship, and the higher levels :slight_smile:  Good luck, and happy flying!

 

Engle may i ask what you do to your screenshots to make them so clear? Must you edit them or simply upload them? The last time i tried they were very blur.

Use the snipping tool then upload the image file to Imgur. Copy pasta to the forums.

Game client can make screen screenshots for you and save either in .jpg or .png, then you upload this file to imgur.com, grab direct link from there and insert it in here (there is a button to insert picture in your post)

Screen shot gets the whole thing when you might just want specific things. SS for everything, Snipping for specifics to get bigger and more defined (abs) pictures.

I usually love assault rails but on the wolf it’s just awful for me, guess I really need to work on firing at speed. I’ve had some success using the bubbles with supercooled ammo. Bubbles are just good for those snapshot aims while maneuvering. I’m so used to the duck and cover of fighters and frigs. I can ambush okay like with indies but that tactic doesn’t work really with the wolf. I’m gonna try both builds, thanks for the help guys