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Old 08.06.2011, 18:40   #1
-Delta418-
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Default Guide For Stikes setups.

I have been debating if I should post this or not as I don't want players learning my tactics in a strike, but since this will encourage players to fly strike, I will share my knowlege.

Strikes: Although the appear harmless at first, when in the hands of a master, a strike, is the most deadly craft in the game.

I will post my knowlege about the different strikes I have used and how they are best out fitted, if there is anyone who has knowlege of the other strikes, please post it and I will add it to my main post.

Viper mk2/Raider

1. I'd suggest getting a warraider or a Viper mk7, but If you have the advanced model here's how you can out fit it.

2. Guns: Both shorts and longs are good, but I play with shorts as it fits my fighting style better and it's better for fighting large numbers.
A. Shorts: Short range guns are if you want to be able to fly into a group of 3-4 enemy strikes and come out on top, they are also effective against lines and escorts and are the fastest shooting, cuasing quick and high amounts of dammage. You will want lots of armor and if possible DC packs for this set up and speed isn't as important, but I'd still take speed over advoidace or turning any day.
B. Longs. Long range guns are great for pulling a group of strikes away and shooting them while they can't hit you. Best way to use these is with high speeds and a slide. Use the slide to turn and shoot the enemy while staying out side their range, also known as kiting. I suggest having an electronic support speed booster on board, known as an aurora on the colonial side. Use the aurora and slide together to max out your speed and stay outside enemy gun range.

3. EW/ES: Electronic warfare
As your second computer slot, I'd suggest taking a damage multiplier.

4. Engines, For your engines I suggest taking all Boosters, other than a slide, this way you can max out your speed.

5. hull:
For hull take 1 hull plate and a Damage control unit.

Viper mk7/ warraider

1. Guns:
Same as before, but 5 shorts will tear any ship up and do it very fast.

2. Computer:
Now you have 3 of each slot, great, now what do you want for computer?
Best combination is an Advoidance buff module, a damage multiplier, and a speed multiplier. This Allows for 5 seconds of invincibilty, 5 seconds of increased damage, and 25 seconds of HIGH speeds(When used with slide).

Hull:
Best option for hull is 2 DCs as 3 uses to much power. For your 3rd slot take an armor plate.

Engine: For engine take 2 engine boosters and a slide, this gives you high speeds and allows you to get out of any bad situation and into any good one.


Thanks for reading and I hope this helped, I will update this later, but I have to run. Feel free to leave any tactics or tips on other set ups and strikes.
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Ingame ID: Mikeskyler
Server: scorpia
Team: Colonial
Ships: Advanced Viper mkII, Advanced Viper mkVII, Advanced Maul, Advanced Vanir, gungnir
Wing: 1st_Fleet
Wing position: Leader
Primary Occupation: PvPer/OP Buster, strike tactics instructor
Secondary Occupations: slayer of the unworthy, freindly colonial
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Old 08.06.2011, 21:50   #2
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Thanks Delta! I may give bring my Strike out of mothballs for this :-)
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Old 09.06.2011, 07:59   #3
psycodiver
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I played with alot of set ups, and recently I started on a new server and using my strike experience this is how I out fitted my strike which is working out VERY well for me:

2 med guns, 1 short (with 1 mining gun to swap for mining)
2 hull plates (at first its a pain waiting for repairs, but after a while they do pay for themselves)
mining scanner and artemis
2 gyros, 2 RCS ducting

Even at my low lvl 4/5 I've been able to out turn and gun down a couple people twice and 3 times my lvl. Even all the ones I lost I've surprised how well my strike can turn. Kinda sucks being low lvl again, I've been ganked by high lvls a lot just for their entertainment

Now for my other account I have a advanced viper and is basically the same except I pack

2 med guns and 2 shorts (with 2 mining guns as back up)
2 hulls
Artemis and the avoidance (with mining scanner as back up)
2 gyros, rcs ducting, rcs slide, and booster

Last edited by psycodiver : 09.06.2011 at 08:02.
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Old 09.06.2011, 13:03   #4
gastonp74
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Thanks for this guide guys!! I got a few questions about these builds:
1) Does rcs ducting work? Do you see any diference using it or not?
2) Are rcs ducting worthwhile? I've read in other posts that they are very expensive to upgrade and they doesn't give you very much avoidance
3) at which level do you have hull plates, gyros and rcs?

PD: sorry for my english, it's not my native language

Last edited by gastonp74 : 09.06.2011 at 13:15.
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Old 11.06.2011, 05:41   #5
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Quote:
Originally Posted by gastonp74 View Post
Thanks for this guide guys!! I got a few questions about these builds:
1) Does rcs ducting work? Do you see any diference using it or not?
2) Are rcs ducting worthwhile? I've read in other posts that they are very expensive to upgrade and they doesn't give you very much avoidance
3) at which level do you have hull plates, gyros and rcs?

PD: sorry for my english, it's not my native language
I used to use a RCS ducting on my mk2, but didn't notice much change and then tried gyros which I liked much more, but over all, I like having speed the best. Speed increases your advoidance, so it's kinda like an RCS ducting with bonus speed. Also, I have a lvl 6 hull plate and havnt been upgrading past that, since they do so little. DCs work way better and give more HP anyways. I have lvl 10 DCs on my viper mk7 and wouldn't try using them below that.
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Ingame ID: Mikeskyler
Server: scorpia
Team: Colonial
Ships: Advanced Viper mkII, Advanced Viper mkVII, Advanced Maul, Advanced Vanir, gungnir
Wing: 1st_Fleet
Wing position: Leader
Primary Occupation: PvPer/OP Buster, strike tactics instructor
Secondary Occupations: slayer of the unworthy, freindly colonial
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Old 11.06.2011, 05:55   #6
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Quote:
Originally Posted by -Delta418- View Post
I Speed increases your advoidance, so it's kinda like an RCS ducting with bonus speed.
That's not exactly true. Speed does affect your avoidance, but on in that if you are going slower than base flank speed your avoidance is lowered down to a minimum of 25% at full stop. But going above flank speed does not increase your avoidance any more than going flank speed. So adding more speed does absolutely nothing for your avoidance.

This is only true for strikes, as for escorts and lines speed does not affect avoidance at all.
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Old 11.06.2011, 06:10   #7
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Quote:
Originally Posted by Reverendus View Post
That's not exactly true. Speed does affect your avoidance, but on in that if you are going slower than base flank speed your avoidance is lowered down to a minimum of 25% at full stop. But going above flank speed does not increase your avoidance any more than going flank speed. So adding more speed does absolutely nothing for your avoidance.

This is only true for strikes, as for escorts and lines speed does not affect avoidance at all.
Really, Is there some link you can posts to show this evidence?
because, from experiance, If I am not running full boosters, I get hit more than when I have boost on. I throw on my aurora and I never get hit. I'm just talking from experiance, but if there's some evidance against my tactics, I would be glad to learn something from it.
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Ingame ID: Mikeskyler
Server: scorpia
Team: Colonial
Ships: Advanced Viper mkII, Advanced Viper mkVII, Advanced Maul, Advanced Vanir, gungnir
Wing: 1st_Fleet
Wing position: Leader
Primary Occupation: PvPer/OP Buster, strike tactics instructor
Secondary Occupations: slayer of the unworthy, freindly colonial
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Old 11.06.2011, 10:52   #8
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Well this is my take on the RCS Ducting

Both the MkII & MkVII Vipers have a base avoidance rating of 525
The RCS Ducting adds 5 at lvl 1 and goes up in increments of 0.6 per level to a max of 13

So adding a Lvl 1 module boosts avoidance by less than 1% - hardly worth taking up a slot for?
At Lvl 10 the module is providing 10 extra avoidance, less than 2% - at the cost of 40,450 cubits + 45k tylium + it takes up an engine slot.

Sounds like very poor value to me...

Last edited by ChongWarrior : 11.06.2011 at 11:03.
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Old 11.06.2011, 11:11   #9
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Quote:
Originally Posted by -Delta418- View Post
I used to use a RCS ducting on my mk2, but didn't notice much change and then tried gyros which I liked much more, but over all, I like having speed the best. Speed increases your advoidance, so it's kinda like an RCS ducting with bonus speed. Also, I have a lvl 6 hull plate and havnt been upgrading past that, since they do so little. DCs work way better and give more HP anyways. I have lvl 10 DCs on my viper mk7 and wouldn't try using them below that.
no Speed does not increase your avoidance. what it does do is get you into and out of trouble (ideal cannon range/blindspots) much faster, which indirectly affects how often you're hit. what you're probably noticing is this.

Quote:
Originally Posted by Reverendus View Post
That's not exactly true. Speed does affect your avoidance, but on in that if you are going slower than base flank speed your avoidance is lowered down to a minimum of 25% at full stop. But going above flank speed does not increase your avoidance any more than going flank speed. So adding more speed does absolutely nothing for your avoidance.

This is only true for strikes, as for escorts and lines speed does not affect avoidance at all.
Bingo

Quote:
Originally Posted by -Delta418- View Post
Really, Is there some link you can posts to show this evidence?
because, from experiance, If I am not running full boosters, I get hit more than when I have boost on. I throw on my aurora and I never get hit. I'm just talking from experiance, but if there's some evidance against my tactics, I would be glad to learn something from it.
Read my first post. Avoidance is max at your ship's base flank speed. If you're in a mk2, that's 50, if you're in a mk7 that's 55. Any faster will give you 0 advantage to your avoidance.

For non-strikes, such as lines and escorts, speed has no effect on avoidance.

Quote:
Originally Posted by ChongWarrior View Post
Well this is my take on the RCS Ducting

Both the MkII & MkVII Vipers have a base avoidance rating of 525
The RCS Ducting adds 5 at lvl 1 and goes up in increments of 0.6 per level to a max of 13

So adding a Lvl 1 module boosts avoidance by less than 1% - hardly worth taking up a slot for?
At Lvl 10 the module is providing 10 extra avoidance, less than 2% - at the cost of 40,450 cubits + 45k tylium + it takes up an engine slot.

Sounds like very poor value to me...
Bingo.

Listen, lvl.10 avoidance skills will do far more for your "to be hit" chance than any 5 lvl.10 avoidance mods. They just don't do enough to justify the expense and the cost to your speed. you'll find you survive much better with lvl.10 turbo thrusters then you will with lvl.10 RCS Ductings.
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Old 11.06.2011, 13:11   #10
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I prefer GP guns to SR or LR guns. SR might have the incredible damage output, however the extra range of the GP tends to be more efficient for me. I've never undestood why people go for the LR strike cannons myself - strikes are supposed to fly up close and personal to their opponents. Regardless I do accept that there are a number of pilots who the SR and LR guns match their play style.

With computers, I prefer to have something to slow the enemy down rather than speed me up; not only does it mean I'm less likely to run into other enemies, because I'm always the fastest of the strikes I fly with, it means I can slow down the enemy for my allies to catch up. Therefore I run an avionics buff, an avionics debuff and a damage buff - the latter is in my opinion an absolute necessary. I tend to either kill the opponent strike in a single pass or force him to run from me; and there is no escape.

As for RCS Slide... I've never actually needed it, I think it's more of a defensive upgrade than an offensive one, and I'm rarely being chased. And rarer still is it by a strike which I can turn and fire on.; again though I do see why people use them.

As a small aside, it's 50 speed for all strikes to recieve 100% avoidance I believe; including the Assault/Command and the Multirole. I could have misunderstood Bridger on that however (I stay above 65 even without boost, so I don't really notice)
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