Zanthras -> RE: Cap ship strikes. . . smart or suicide? (8/9/2007 11:05:08 PM)
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I believe approach vector is everything with fighter strikes, hulls have weak points. Use caution when comparing how the enemy fairs or what they can do for damage, all ships and fighters are different. It really doesnt have much to do with what they can or cannot do, it is about what you can or cannot do. Try to learn the craft assigned to you and use it within it's limitations. Being squadron leader doesnt mean your missles have to hit first. Hold back and let your men fire first, strike and run. Keep your range from target above min range of their point defenses, typically 55km. It may require multiple strikes to take out a target. In the dynamic campaign any damage inflicted remains when you return. on the flip side I recommend watching for enemy fighters approaching you or your group. If I am not currently engaged with another cap ship I switch point defense to auto and target the incoming fighters. It seems to me that the guns are far more effective when use this way. I have shot down 3 of 4 fighters attempting an attack on my ship using this tactic. Also remember, certain ships have certain weak points, typically if I take the missles on the upper sides of my cruiser it does less damage and usually doesnt take out vital subsystems. Utilize the M key to manually control roll/pitch/yaw. If you are engaged with a capship during a fighter assualt best bet is to quantum and regroup... this is, of course, only my opinion, there are many different tactics. Search the forums and you'll see.
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