But can you beat the Taco fleet?
And use trebuchet's to toss guacamole over the windshields of the ships and turrets to disable their visuals.But can you beat the Taco fleet?
This is very well thought out. I agree with using Pyro's, since they can cover a wider area, like a shotgun blast. The only possible issue with them might be range. You'd have to fly in pretty close to use them and that might leave you more vulnerable to anti air attacks from the ground?My take on a ground assault package is that the things needed are in order: troop transport capability, very heavy shields, bottom facing turrets or lesser alternative is chin mounts that can target ground assets. This said it is good to note three issues that are important to me.
First, in most games similar and in SC, it appears that ground assets, both stationary and mobile; have shields and weapons a full order magnitude below those of ships, so taking a ship directly to a planetary surface can be extremely rewarding. Most shhips can blow the shit out of ground positions.
Secondly I would note that shields are being reworked, so we can't just access the ships page and decide between a Tally and a Conny, since the shields are not a settled issue. PROBABLY a Tally will have better shields, but that is not what CIG says at the moment.
Thirdly, I would add I would prefer turrets that can handle pairs of S3 Pyrobusts facing down, and pairs of S4 Ballistic Cannon on top, protecting from air to air assault.
So unless one needs stealth and knows it is practical in atmo, I would say the Tally and Polaris are the best choices, with the Hoplite holding an advantage when maneuverability and speed are needed. The Redeemer seems to me to be a poor choice at present, for lack of turret size, and a real airframe.
If I were commanding a ground assault I would want a Ghost Tracker out front doing recon and just fly the Polaris in. Try to mount quad Pyros on the chin. which would devastate ground positions in range and might even knock down incoming missiles and torps.
The rate of fire would be an issue too. Provided the game sticks to the plan of not being able to just respawn close to where you got pwned, the enemy would duck to avoid laser suppression. Maybe not get kills itself, but keep the enemy from plinking the troops you're dropping off.This is very well thought out. I agree with using Pyro's, since they can cover a wider area, like a shotgun blast. The only possible issue with them might be range. You'd have to fly in pretty close to use them and that might leave you more vulnerable to anti air attacks from the ground?
Ooh, it would be like theory-craft chess! I like it! Okay, ye scurvy dogs; I'm going to present a commercial shipping flotilla below and You are going to plan your heist. You know the route they are taking, and roughly when they will be where. You have information on the entire makeup of the fleet, so they have no surprises to keep from you. Here is your big score:Wish it had a sort of "red team" to represent an opposing force.
With those limitations, I may have resort to skullduggery... and more than a few assumptions about how controllable NPCs are and what game mechanics might be available.Your limitations:
3 Human pilots
5 NPCs
(Hard Mode) Once you are spotted by the Sentinel, it will immediately call for help; Giving you 10 minutes to haul your score.
How would YOU go about it?
Most excellent heist! Why steal the cargo FROM the ship, when you can just steal the SHIP itself! How despicable, using someone's good nature and boredom to lure them to doom/failure. I applaud your skulduggery, good sir!With those limitations, I may have resort to skullduggery... and more than a few assumptions about how controllable NPCs are and what game mechanics might be available.
View attachment 6564
GROUP 1 - THE DIVERSION
Avenger Warlock (1 human pilot), posing as a Titan, send distress call to Hull E and its escorts when they come into view. It's under attack from 2 Buccaneers (2 NPC pilots), ordered to begin attack on Avenger once the escorts spot them.
These two brave NPC pilots will be have the lowest accuracy and piloting stats available, hired for the cheapest rate possible. Their Buckets will have the weakest plinking guns available, so they don't actually kill the Avenger. If they bite the dust, their memory will be honored in a victory toast befitting budget bots, but their real purpose is to draw attention and fire with little regard for their own welfare.
Now the Vanguard Sentinel can call for reinforcements 10 minutes away (if he or she is a chicken - BAWK!) or can just sweep in to the rescue with the 6 Defenders. I'm making a few assumptions about the escort team here, that they will be a bit bored by lack of action, or that they have at least some NPCs that will attack hostiles on sight. Either way, I think it would be a safe bet that a Vanguard and 6 Defenders would see that they have overwhelming numbers and fire power over the 2 Buckets.
The Avenger runs to the escort team for "protection" and the NPC Buckets are ordered to redirect their attack the the Hull-E as a juicier target. Escorts intercept Buckets, Warlock thanks them for their heroism and and pops EMP on as many as possible. When Avenger's systems come back online, he jumps out and meets up with the boarding group later.
GROUP 2 - THE HEIST
Cutlass (1 NPC pilot) sits powered down to achieve as much stealth as possible. A lone Dragonfly (2 human players), with weapons and shield off, also to be as sneaky as possible, is deployed from Cutlass. Once the escort team is chasing after Group 1's decoy, the Dragonfly makes a creep to the Hull-E's airlock.
If the escort team was clever enough to leave a couple Defenders or the Sentinel back with the Hull, the Cutlass will power up and engage to further distract from the Dragonfly. If the Hull tries to run, the Cutlass does what it can to block it path. Assumptions I'm making here are that the Cutlass has some way to prevent the Hull from moving, maybe Suckerpunch guns will dull the Hull's maneuvering thrusters or slow down it's ability to plot a jump out of the area. If the entire escort team takes the bait and the Hull just parks to wait for them to get their kills, which would be ideal, pride goeth before the fall, the Cutlass would just linger powered down and remain undetected.
The Dragonfly team gets as close as possible and boards (assuming EVA will be able to pass through shields, like they can now). They make a mad murderous dash to the bridge, maybe flashbangs to avoid damaging the score. They take control of ship, one player pilots and jumps the Hull-E out, one provides cover for any crew trying to retake the bridge.
If all goes to plan, one Hull-E at the possible, and acceptable, losses of two Budget Bucket Bots (say that 5 times fast) and a Dragonfly that just gets ditched after use. If this doesn't succeed before the 10 minute hard mode mark, it may not succeed at all. Also, this plan saves expenses with only 3 NPCs used, so more profit margin!
What do ye think? Did this salty dog earn a shot of that internet rum?
Yeah. Pyros always have that drawback, but on the Polaris you have side turrets that can reach out further, and top turrets to defend against air assault. I think so long as you scout an area first and know there is nothing to breech the Polaris' shields, you can drift around and destroy ground assets at will, and for that the Pyros will be hard to beat. They are also great for reaching out and touching troops, broiling bug-eyed monsters, and for destroying incoming torps and missiles, one hopes. I am hoping we'll see an S3 quad-mount for the Polaris chin gun.I agree with using Pyro's, since they can cover a wider area, like a shotgun blast. The only possible issue with them might be range. You'd have to fly in pretty close to use them and that might leave you more vulnerable to anti air attacks from the ground?
Seriously, I have wondered if and how well Pyros would work against missiles and torpedoes. I might have to try this in the PU.and for destroying incoming torps and missiles
Let us know! I have often wondered what 4 Pyros on a Sabre would be like. You have to be able to get close, but the Sabre is fast enough that it can almost always control the distance of an engagement. It can strike invisibly from great distance with its missiles, and then shatter targets with devastating close up firepower that hits so broad an area it is hard to miss. If ever there was a ship for jousting it is a Sabre with 4 Pyros. Would be great to see if that can knock down a missile or torp.Seriously, I have wondered if and how well Pyros would work against missiles and torpedoes. I might have to try this in the PU.
I have tried four Pyros on my Sabre for kicks. In AC the combo is magical. In the PU sometimes they act stupid and don't hit too well.Let us know! I have often wondered what 4 Pyros on a Sabre would be like. You have to be able to get close, but the Sabre is fast enough that it can almost always control the distance of an engagement. It can strike invisibly from great distance with its missiles, and then shatter targets with devastating close up firepower that hits so broad an area it is hard to miss. If ever there was a ship for jousting it is a Sabre with 4 Pyros. Would be great to see if that can knock down a missile or torp.
This is *way* too much thinking for a TESTie. I am just going to run into shit.You want me to fucking think??? But I'm beering!
Edit: too tired and drunk to work this complex thingy right now. Tomorrow methinks.
:sob: It's so beautiful!Here's the most versatile and efficient configuration, suitable for any situation.