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Covet combat 101 |
Tim the Enchanter 1st Rear Admiral
Joined: June 28, 2006 Posts: 16
| Posted: 2006-11-27 16:02  
first off, never stop moving, once you stop your dead, second, if your going to use the corvet to fight instead of scouting, get a aux power generator and if your ICC, get a aux shield generator to and upgrade your shield/amour, power generatorm, sub-light drives and jump drives to the max, always have a point deffence laser, the best for point deffence is a level 0 pulse laser, also use the highest power output sub-light drive posible, although it is the slowest drive, you will still have a ship that can outrun anything. I'd suggest you have 2 or 3 high level particle cannons, a IT missile at max level, and a fussion torp at the highest level. Never attack from the front, all other sides are ok, and to dodge, wait until the shot is 50 GU's away and turn into it if your opponant is fireing at you from his sides, if done right you can go inbetween shots, if your opponant is fireing from his rear, turn away from the shot, if your opponant is fireing from one of their corners, turn in the opposite direction that you are going in, also, try to fly under your opponant just after thry fire so that you can attack from a no miss range when they are reloading
sry about the format but I hope it helps a little, and if flown right a corvet can kill a crusier.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-11-27 16:26  
Whilst your profile doesn't scream of 'vetenary pilot' to me, you seem to have grasped the basics, and for someone with only 401.1 prestige, that's impressive.
- Jack
P.S. Your post needs some formatting!
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Coeus Grand Admiral Sundered Weimeriners
Joined: March 22, 2006 Posts: 2815 From: Philly
| Posted: 2006-11-27 17:22  
Agreed - just wanna correct one point...
Quote:
| the best for point deffence is a level 0 pulse laser |
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Negative, I used to think so too. When you raise the level on a pulse laser the only thing that increases is the range - reload time & charge required remain the same, but you have longer range.
Other than that, format & you have the start of a good little guide there
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TitaniumFinger Grand Admiral
Joined: November 11, 2002 Posts: 114
| Posted: 2006-11-27 18:09  
its a scout...... im sorry if im not very impressed
no im not
[ This Message was edited by: TitaniumFinger on 2006-11-27 18:10 ]
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Light-of-Aurora Grand Admiral
Joined: December 01, 2003 Posts: 602 From: NJ, USA
| Posted: 2006-11-27 19:56  
Scouts are way overpowered for their size (i think a scout can beat anything below cruiser, and above that, its just a matter of the scout running out of torps), and don't require too much practice. Point defense isn't really necessary, as even the most dull-reflex'ed' player can weave through missiles in a corvette. All you really need for corvette combat is a reasonable loadout, and some slightly sensible flying (eg. flying into a K'luth death star). The corvettes of 1.484 will require more finesse, those could probably use a strategy guide
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2006-11-27 23:19  
I assume you meant Corvette?
And considering that missiles can sometimes miss dreadnaughts (I've seen it happen and done it) you don't really need a laser. You are probably more likely to cause more damage to yourself by destroying a missile within its area-of-effect damage.
Same thing with your own missiles. They do not hit often enough, hard enough, or reload quick enough, to do as much damage as a torpedo.
I remember when missiles could hit frigates, sigh...
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2006-11-27 23:33  
uhhhh corvets needing a guide in 1.483??? thats new....
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-11-28 06:09  
Quote:
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On 2006-11-27 23:19, Tbone wrote:
I assume you meant Corvette?
And considering that missiles can sometimes miss dreadnaughts (I've seen it happen and done it) you don't really need a laser. You are probably more likely to cause more damage to yourself by destroying a missile within its area-of-effect damage.
Same thing with your own missiles. They do not hit often enough, hard enough, or reload quick enough, to do as much damage as a torpedo.
I remember when missiles could hit frigates, sigh...
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IT's do way more damage than torps, they also rarely ever miss dreads now. Smaller ships on the other hand - I agree with. I want to work something into 1.484 wherein smaller ships missiles go faster and track better. But make no mistake, Dread missile are not going to be hitting small ships anytime soon.
[ This Message was edited by: BackSlash *Jack* on 2006-11-28 07:56 ]
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Destroh Phaytus Grand Admiral
Joined: August 28, 2006 Posts: 74 From: There.....RIGHT THERE!!!!
| Posted: 2006-11-28 08:06  
isnt this why there are AR missles?
They have a shorter range, turn faster, yet do less damage. Perfect for handling smaller ships
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Russian Roulette with Muskets Grand Admiral
Joined: September 04, 2002 Posts: 393
| Posted: 2006-11-28 09:51  
Quote:
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On 2006-11-28 08:06, B.B. Prometheus wrote:
isnt this why there are AR missles?
They have a shorter range, turn faster, yet do less damage. Perfect for handling smaller ships
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if they would actualy hit....
but they dont. rather have it splash damage.
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Raven Warriors
Joined: March 03, 2004 Posts: 2673
| Posted: 2006-11-28 11:37  
Jack, if you do work on something, just remember Caldari, and do the opposite. ; )
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