What can you do vs good Covert Ops pilots?

So me and my friends are having a LOT of trouble trying to keep good Covert Ops pilots of our backs. We are a group of 1 engineer (Syx) and two Guards (Anaconda-M) All armed with things like Propulsion inhibitors, Pulsars etc but it doesn’t matter. Either they activate their Plasma Arcs at the same time and destroy me in 1 second or they just move away, wait for the abilities to go on cooldown and move in for the kill.

 

That’s the part that frustrates me the most: you CANNOT hit them with normal weapons. Beams, Positron guns, Coil mortars it doesn’t matter, they are TOO fast for any weapon.

 

Please, we are pretty desperate to the point of quitting this game, even though I like it a lot. What can we do to at least stand a chance vs 3-4 good Covert Ops pilots ganking up on us?

Did you try modifying your build? Put acceleration coils if you insist on using frigates against covop.

 

And stop frigballing

Did you try modifying your build? Put acceleration coils if you insist on using frigates against covop.

 

And stop frigballing

Yea, I changed my all-round resistances to basically max my thermal resistances vs the puls lasers/plasma arc. And if we don’t stick together, they will just hunt us down one by one with their covert ops group.

Yea, I changed my all-round resistances to basically max my thermal resistances vs the puls lasers/plasma arc. And if we don’t stick together, they will just hunt us down one by one with their covert ops group.

 

Resistances should be above 50 or 70 for maximum efficiency. not sure which one though.

Dude, you said you couldn’t hit them so put acc. coils on.

 

You could just go all interceptor instead of all frigate or go one of each fighter

I’ve no ship that cannot face a good covert ops pilot.

Of course on a tackler i’m food for a planned attack.

But my CO can beat any another CO, my ECM is an ECM… My Tackler can also kill COs very good by first strike. Nah, my Nukem has Ions and is not really prepared if it don’t has Overdrive & Combat Reboot ready.

My Long Range really don’t care about any CO if he comes alone. On a good day i hit any ship with that thing (disintegrator). Even if it’s the best CO pilot. (Maybe at the 5th try but dead is dead). My lasers are best thing to hit a CO.

U r guard. Use torpedos & pulsar.

Wait for them they come. Torp to da face. Activate all guard modules.

Anyway, a good setup can change everything. *Thermal resistance*

I agree absolutely to Efefay. Frigballing is a weak thing and can be beaten by any good combo of ships.

You should go there with tactics, not just fly around and get killed.

Example combo for Inty hunt: ECM, Tackler, Gunship, Engy.

If you’re still frigballing, i tell you: Stay together and use torpedoes!

Best thing to encounter skilled pilots with strong ships - Skill / Knowledge / Teamplay.

This is the way to victory & efficiency.

Tackler or ECM and a Recon. Recon to pull them out of cloak with a Mico Dot. Tackler/ECM to slow them down.

Your resistances are futile when they can crank out over 10k DPS per second.

And stop frigballing

 

I love this mentality. Nevermind that they were getting ganked by an intyball. Because interceptors are small and fast and you can never have too many of them. But heaven forbid players actually enjoy flying the biggest and slowest ships.

 

The only class you can have too many of are LRFs. If they want to fly 2 Guards and an Engineer, let them. At least they are going after objectives instead of being useless.

Frigballing is lazy but if it is their perogative and it doesn’t ruin other players’ gaming experience illegitimately (spelling not sure) than have at it.

When you frigball against random pugs then all you got to do is just wait for them to come to you and then just mow them down with drones, pulsar or minelayers. Frigballs are automated with low to no effort needed. Inty modules are not automated and if they are it does not do direct damage (spy drone, microlocator, remodulator will never kill you just weaken, covop modules need manuevering and shooting skills with the exception of white noise. ECM is questionable.) I listed modules that are for offense. Only offensive fighter modules are the tackler target painter and the one that removes AB. Particle purge requires timing and situational skills while aiming overcharge still needs shooting to be effective.

Hopefully you get my point.

Edit: Oops I forgot plasma web. Now that I think of it… 4 plasma web on same person can do big boom boom in the pants.

And stop frigballing

 

mainly this ^

(frigball is slow, enemy team just move away from the frigball and do the objective and you lose the match)

 

but also try tacklers/recons with slowing missiles/ecms/yoloswag/em torpedos/gauss-cannons/tillowatty/mines/positron

my CO can beat any another CO

 

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At the risk of stating the obvious, it’s easier to kill an enemy that isn’t engaging you. This applies even more if you want to engage an inty with a frigate with your main weapon.

 

Positron range is about twice that of your engie heal auras. Drift close enough to the frontline such that your allies are within your auras, and you’ll find yourself able to engage enemies that are about 2k distance away from your allies. You’ll find it’s a lot easier to snipe down intys at that range. Heavy blasters and beam cannons work well at that range too.

 

I’ll have to admit that my Styx has a rather poor setup against intys at close range, especially due to its poor rotation and lack of EM torps, so I mitigate that by sticking close to allies whom I know can take down any covops that comes close. 

So me and my friends are having a LOT of trouble trying to keep good Covert Ops pilots of our backs. We are a group of 1 engineer (Syx) and two Guards (Anaconda-M) All armed with things like Propulsion inhibitors, Pulsars etc but it doesn’t matter. Either they activate their Plasma Arcs at the same time and destroy me in 1 second or they just move away, wait for the abilities to go on cooldown and move in for the kill.

 

That’s the part that frustrates me the most: you CANNOT hit them with normal weapons. Beams, Positron guns, Coil mortars it doesn’t matter, they are TOO fast for any weapon.

 

Please, we are pretty desperate to the point of quitting this game, even though I like it a lot. What can we do to at least stand a chance vs 3-4 good Covert Ops pilots ganking up on us?

Beams have infinite speed, so you’ll definitely be able to hit them, it’s just a matter of aiming skill.

Positrons are wonderful for hunting interceptors. Use speed ammo and acceleration coils. And try to keep a respectful distance, because the barrel slow effect makes it hard to hit interceptors less than about 1500m.

Coil mortars are pretty bad at hitting interceptors, since they have the projectile speed of a glacier. If you try to use these to hit an interceptor on top of you, know that you’re taking 125% base damage to their 75% damage.

Heavy blaster is okay at hitting interceptors. The spread helps, and the projectiles are a respectable speed.

Eclipse is bad at dealing damage, period, but I think you could probably hit an interceptor if you use speed ammo and acceleration coils. If they’re trying to dodge, though, good luck.

 

Cruise missiles are great at messing with any player’s head, since they’re slow and have huge range. But otherwise, they don’t really do much against anything but other frigates. Unless the enemy ship is literally right beneath you.

Octopus missiles are pretty good at hitting things at a medium-short distance. They fire with a certain amount of spread, and most interceptors will probably hit IR flares a bit too early to catch all of them, so typically, at least one hits. Unless they’re too far away, or close to cover.

EM torps are probably the best thing to use against covert ops, because they tend to give you a nice hug while attempting to plasma arc your face off. It has a large detonation radius and large explosion radius, so be prepared to take massive damage yourself, if you fire it while an enemy is close to you. They’re also good against camping enemies, for clearing beacons, and dumb LRFs, so they’re rather nifty.

 

Attack drones are okay against interceptors, but tend to die quickly, and don’t really do that much damage.

Anomaly generator will only catch a sleeping interceptor, or an after-bubble ECM. Maybe. It’s really good against frigates, and okay against non-fed fighters.

And, best for last, minefields make interceptors extremely wary. I usually don’t even dare attempt to take down an empire LRF with a minefield around it. Although typically those are the dumbest LRFs around, they still have some serious DPS, and the minefield means a harsh “NO” to the plasma arc.

 

Frigs aren’t the best things to take against covert ops, anyways. Interceptors and fighters do a better job. Tacklers are probably the best for a dedicated anti-interceptor build, with a four different slows - a weapon, a missile, and two modules. Gunships in overdrive basically become interceptors with better guns for a few seconds. Commands are a bit shaky on the anti-interceptor front, but can still equip gauss cannons like any other fighter. Another covert ops would make everything a bit more skill-based rather than “oh I knife you while you die”. Recons can prevent covert ops from sneaking up on you, or sneaking away, and have slowing missiles to annoy them. ECM is… Well, it’s more or less anti-everything, so there’s that.

 

And each frigate does have its own way of dealing with interceptors.

 

Engineers have their drones to alert them to a cloaked CO behind them, and to shoot at incoming interceptors, and also buffer shields if you read your enemy right.

Guards have their pulsar and mass propulsion inhibitors, as well as that aoe weapons inhibitor thing. If you’re squadding up, just bring an energy emitter engineer so they can use that easier.

Long ranges have EM scattering and IR pulsar, which make life harder for any enemy. They also have minefield and reverse thruster, just in case you didn’t want to die, ever. Like, ever. 

 

Of course, if you see someone who’s really skilled at CO (names not mentioned here), you’re probably screwed anyways, because hella skills. But it’s mostly the same for any class. Someone really skilled in any one class can break the other team to pieces.

But my CO can beat any another CO

But can your CO beat your CO

If you want I can put a CO in your CO so you can CO while you FUCKOFF

First of all, let’s start from the very beginning. Those very good CO pilots are just very good pilots. Give them any other ship and they will own you anyway.

 

Now, trying to counter typical cov ops in tier 3 with frigballs => EM TORPEDO! All tier 3 covert ops (kite - EagleB) lack emergency barrier. A good torpedo in the face will kill them for sure, and thanks to your frigate survivability, you will survive.

 

I recommend you to balance the resistances instead of over stacking thermal. More than 100 in resistances is too much, and you will have more survivability if you use other resistance module or just buff your HitPoints. usually hull fit for a styx is two galvas + one armored hull. Guards usually use one thermal + one EM + one splitter.

 

Also, practice the free view shot with your EM torpedo. The EM torpedo since it is an unguided rocket, can be fired to any direction, unlike the guided missiles (cruise - octopus) which are fired forward.

 

Hit the “free view” key, keep it pressed, look around for him, and fire a torpedo when he is incoming, or sitting in your xxxx using the plasma arc. he will die, and you can survive if your resistances and hitpoints are good enough.

 

Also, covert ops need to fly fast to keep the tank (adaptatives), so try to time the torpedo hit with your guard friend engine inhibitors. A full purple Kite with two adaptatives can survive a direct torpedo hit if he is moving at adaptative speed, but you will scare him for sure :D.

 

And btw, don’t listen to some people here about frigballing is bad. Frigballing is good, and doing it well requires the same skill than piloting any interceptor. Remember to position yourselves in key positions, make good use of cover and hug the rocks so the intys cannot circle you.

 

I also sugest you switch one guard for one LRF for more firepower. Cerberus or Ira Deus are great.

 

This is all. Practice and you will be the bane of most tier 3 CO pilots.

Guard : Phase shield to thermal, AB disable, Pulsar and coil mortar.

Stix : Eclispe launcher + drones + Autonomous shield regen.

 

Stay together, if they attack one of your with plasma, shoot your ally with those AOE guns, and launch them drones/torp. 

They won’t resist for hours.

Protect your friend; that’s the purpose of a squad.

 

And : We are not suppose to face everything. If 3 CO focus on one ship, why it should survive ?

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Yes, my CO CAN beat any other CO.

Of course there are exceptions. :stuck_out_tongue:

But there is no player i cannot kill with this thing; even if it’s risky or suicide.

Alex, is it that hard to kill a gunship captain, eh?

As a primary Interceptor pilot. Allow me to give you a cheat sheet to my tactics. 

 

  1. I always look for anyone “weaker” than me. If I see someone getting attacked by a fellow team mate, I come down fast and hard and swoop in from above or below to assist. Ship class and role play a large part. I can usually go in and out of my attack runs knowing my enemies, ship, and expected weapon load out. If you see me literally do the 180 GTFO special, that is a sheer fire indicator that the situation has changed and I have to advance in another direction. 

 

  1. Most pilots come and attack in the horizontal plane. I have found out that going below the field of skirmish actually makes it more tactical, for the fact that most ships have weapons mounted above it, and never below. 

 

  1. Plasma arc is for those who are dumb enough to let me within 300 meters of you. You have failed to find me in time, or failed to force me to retreat. My ship is usually the weakest of them all. 

 

  1. If you see me in squad, im usually the de facto leader. I WILL BAIT YOU. And force your team to make a mistake and kill anyone that is out of cover for too long. 

I use long range frigates against covert ops, a variety of ways to counter them

 - They start arcing you, reverse thruster.

 - Place mines around yourself, so they won’t get near. (Seems most covert ops stay away when you have mines

 - Snipe them with torpedo

I use long range frigates against covert ops, a variety of ways to counter them

 - They start arcing you, reverse thruster.

 - Place mines around yourself, so they won’t get near. (Seems most covert ops stay away when you have mines

 - Snipe them with torpedo

 

If you were facing me in a CO. I would counter those by…

  1. I don’t equip my plasma arc any more. So I have an extra slot for healing. Thus I can tank a bit more than average. I will just enable Orion Targeting once get near you, and wait for your reverse thruster to activate.  

  2. Mines have a set distance. Staying away from that distance ensures safety, and allows me to maneuver around you taking advantage of my speed and rotation to get under your ship so your weapons don’t reach. Aka I aim for your dead zone. If you have mines, I actually will not care if I have about 70 or more thermal resistance, especially if I raise it up with Adaptive shield mods. I can actually take a couple of hits, especially when I time my modules right. 

  3. At this close distance a torpedo is the WORST thing you can do for yourself. Why? Because too many times I see a Jericho pilot launch his torpedo and immediately detonate it, damaging himself, and rarely the attacker. 

 

All this statements are taken in the T3 perspective. 

Double Guard + Engi is already a strong combo, however, you rely on additional pilots to bring the small defense. You won’t live forever with this. In the worst case, you are just stalling the team, but sometimes, this is the key to a good victory.

 

EM Torp is a good tip, however, combining it with drones or octopus might be even more deadly, so it does not mean, all three have to take EM Torps.

 

Exchanging one guard to another class, like a Tackler or ECM might be a good idea too. A 6km look&shoot gravi tackler, like the katana-ae, or a well placed Command ship, a defensive ECM, etc. might be more useful, than a second guard.

I would definitely experiment with this. Guard+Engi however is already a good squad combination.