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BAF Piloting Manual

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BAF Piloting Manual
Offline guitarguy
02-23-2009, 12:08 AM,
#8
Member
Posts: 429
Threads: 30
Joined: Nov 2008

The Bretonian B-1290 "Templar" Very Heavy Fighter

This is the most versatile and widely used craft in the Armed Forces, capable of escorting larger ships, attacking enemy fighter or bomber wings, and even threatening small capital ships in large numbers, it balances maneuverability and firepower into a deadly package. Due to it's widespread use, it is important to familiarize yourself with every part of the craft.

First, compare it to the Corsair Titan, the Kusari Chimera, and the Werewolf very heavy fighters.

Notice that the Templar has a large power array and thick amour, but at the cost of maneuverability. So don't expect to out turn your opponents if you're flying in a circle, they'll close in on you and do significant damage. Often, you'll be forced into making strait runs at your opponent, called "Jousting."

Weapons

The Templar can mount two class nine and four class ten guns or missiles, in addition to a Torpedo, Mini Razor, or Cruise Disruptor. Understanding which weapons to mount is critical to combat success.

Energy Weapons

Energy weapons are the most important weapons you can mount, the BAF issues three standard weapons as well as codename guns to its pilots.

*Standard Weapons

The Ultra Sunrail and Adv. Splitter are Bretonia's two premiere weapons. The Ultra Sunrail's 600m/s speed allows it to be used best with codename weapons, but should be moved to a separate weapon group if mounted with the Imp. Debilitator due to the 150m/s speed difference. It should also be noted that the Ultra Sunrail is most effective against graviton shields, which many pilots mount.

The Adv. Splitter is fast enough to be fired with the Imp. Debilitator accurately. (Only a 50m/s difference.) It is easier to aim, so less accurate shooters should consider mounting it.

The Imp. Debilitator is the only weapon that is specifically designed to damage shields. It does massive shield damage, but almost no hull damage. A good strategy is to mount one or two of these guns to take down an enemy's shield, then use other weapons to chip away at their hull.

*Codenames

Codename guns are the most powerful and energy consuming weapons available. For the most part, they are slow (600m/s) and incredibly powerful against ship hulls. As long as you are careful with energy consumption, they can be a pilot's best friend.

Nomad Guns: Due to the unknown danger associated with these weapons, no nomad guns are to be mounted on any BAF craft.

Missiles

Missiles are designed to complement energy based weapons. Due to ammunition limitations, pilots shouldn't rely on missiles as the only means of fighting. Missiles can easily be out thrusted, so the best time to fire one is when an opponent is coming right at you. Countermeasures can defeat missiles, so time your shots carefully for a damaging hit. One strategy is to use shield busting missiles to take down an enemy fighter's shield quickly, then use hull damaging energy weapons for the kill. Another is just the opposite, using shield busting weapons followed by a cannonball missile. (Although you can also use the mini razor or a torpedo for this strategy, too.)

Torpedo Hardpoint Weapons

The Templar can only mount one Cruise Disruptor, Mini Razor, or Torpedo. There is no one perfect weapon, and all three can be used to great effect in different combat situations.

-Train Cruise Disruptor
This weapon is seldom mounted on Templars, but that doesn't mean it can't be used effectively. In addition to stopping fleeing smugglers, (though that's mostly the domain of the BPA) it can pin down enemy capital ships, preventing them from engine killing and quickly turning to attack bombers.
In fighter combat, the cruise disruptor can be used to destroy enemy ordinance like mines and missile. If the timing is right, the missile or mine's blast radius can potentially cause heavy damage to the opponent.

-Sunslayer Torpedo
This weapon does less damage and moves slower than the mini razor, but it seeks and can be difficult to avoid at short range. Against capital ships, it can be used to knock off turrets.

-Mini Razor
The most widely used of the three, the mini razor is most effective when fired directly at a fighter while jousting. The closer the ships are, the better the chance of a hit. They require a learning curve, but are lethal when used correctly.

Combat Strategies

-One on one duel
This type of fighting is relentless. If you are fighting a skilled pilot, every mistake will be punished mercilessly, but knowing proper tactics will give you an edge over your opponent. The fight will quickly turn into a jousting match, where both ships will fly directly at each other, as it is one of the best ways to actually do damage. Don't fly in a strait line, use your side thrusters to maneuver around and make yourself a hard target. Always thrust until your opponent is out of view, then engine kill, turn around, and repeat. When you close to close range, fire your mini razor, torpedo, or missile and you'll have a better chance at hitting your opponent. As you pass over the enemy, drop a mine, if only to throw him or her off guard. Repeat as needed until you score a kill.

-Large scale fighting
In large scale battles, you have a better chance of surviving if stay calm and collected. You'll likely be given a target by your commanding officer, stay with that target, your commander gave that order for a reason. If you find yourself under heavy fire, go evasive, even if you have to lose your target for awhile. Don't rush into killing your opponent, it causes mistakes which cost lives. Steadily drain your opponent of nanobots and shield batteries until they retreat or are destroyed, then move on to another target. When picking your own targets during a battle, look for enemies that are attacking you squamates, just knowing they're being shot at can cause a pilot to break off an attack or lose focus. Finally, when an enemy is destroyed tractor in as many nanobots and shield batteries as you can. You don't want them to be used on the other side. Don't be greedy with them either. If your teammate needs help, supply him with a few. Keeping a friendly pilot in the fight is a victory all its own.

-Capital ship fighting
Ideally you should use a bomber or call in capital ship support for this type of fighting, but in a pinch two or three mini razors or sunslayers can take down a gunboat, just keep firing and dodge the missiles and faster moving energy blasts. Eventually you can wear down the gunboat into retreating or just simply destroy it. Anything lager than a gunboat should be handled with a very large group of Templars (Three mini razor armed fighters minimum), although someone in your group should have access to at least a bomber.

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| BAF Faction Information | BAF War Bonds | BAF Training Program | BAF Combat Training Manual |
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Messages In This Thread
BAF Piloting Manual - by guitarguy - 01-11-2009, 04:05 AM
BAF Piloting Manual - by guitarguy - 01-11-2009, 05:27 PM
BAF Piloting Manual - by MarvinCZ - 01-12-2009, 01:16 AM
BAF Piloting Manual - by Banza - 01-18-2009, 04:04 PM
BAF Piloting Manual - by Banza - 01-24-2009, 12:51 AM
BAF Piloting Manual - by MarvinCZ - 01-29-2009, 04:46 PM
BAF Piloting Manual - by Evyn - 01-30-2009, 02:28 AM
BAF Piloting Manual - by guitarguy - 02-23-2009, 12:08 AM
BAF Piloting Manual - by litlwicked - 01-16-2010, 02:41 AM

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