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The ARC170 Usage Guide- strategy, tactics, applications
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psikobunny
Jedi
Posts: 4585
Registered: 12-09-2003


psikobunny
PA: Brotherhood of Bub's
Server: Bloodfin

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The ARC is a strange beast, that's for certain. With the proper mindset, it can be a mammoth force to be reckoned with, but it requires a lot of out of the box thinking. Let's begin by talking about what the ARC is not, because to use one effectively you have to handle it far differently than any other ship out there.
 
What the ARC is not suited for:
1on1 dogfighting- Trying to solo in the ARC isn't easy and while it can be done, its certainly not the best use.
 
PvP- further discussion in this thread and some thinking from ardent PvPers may prove me wrong, but I don't ever see this ship being a PvP force to be reckoned with, at least until the Cap Ship rumors pan out.
 
What the ARC is suited for:
PvE missions- note I said missions. There are some very specific reasons for that when we get into tactics later, but going out with a crew and hunting at a grinding spot probably won't work that well.
 
Gunboat Hunting- Accepted fact that a ship with turrets can make any gunboat look stupid. The ARC improves on this as it has two turrets and is far more agile than an MP ship.
 
Rethinking Piloting:
The key to success in the ARC is to radically adjust what your job is as a pilot. Even though you have a gun, missile control, and are in an agile fighter, what you are really there for is to line things up for your gunners. It's a team effort, and when you learn to focus on your flying and let the gunners handle the shooting, you will be surprised ar your results. Flying solo is a mix between maneuver and aim. When you don't have to worry about aiming, that frees your mind to concentrate on maneuver and good tactial position. Think of yourself as a combination pilot/Ops officer, and you will do well. Good spatial awareness is key, you need to maximize the amoount of time both guns can shoot your target, and that requires the ability to fly backwards at times (see below under hints)
 
Loading the Ship:
There are two keys to a good ARC. An engine that will make you faster than any NPC out there, and 2 good guns for your turrets. In fact I'd even go so far as to remove the pilot gun to give added space for tailguns. Since the tactics I elaborate later dont allow for much defensive skimping, I think two L8 guns for the tail, possibly an 8 and a 10, are the sort of firepower you'd want.
 
The chase is on:
The basic theory behind my use of the ARC is getting the foe to chase you. This is why I recommended and engine that exceeds all NPCs, and why I recommend mission use over spawn hunting. Mission ships will keep after you, and spawns will eventually break for home, in most cases. To put it simply, once an NPC is chasing you, he's not looping, diving, or trying to get in firing position. This makes them essentially a sitting duck for your gunners. As a pilot, you need to perform the reverse of the gunboat trailing move. Exceed the speed of your pursuit until you're out of firing range na dhave clear space in front of you. Target the closest, and match speed, then bleed it off until you are about 500-550m ahead of them. Once you're practiced this will be fairly simple, but with the defensive measures I describe later, even if they're shooting you, it won't be too hazardous. Make sure you track which ships your gunners are hitting, and repeat the move to get the next one in range as each is destroyed. You can fly in a straight line, but I tend to recommend long flat circles, to keep you from running out of space.
 
Defense:
Finally a Rebel droid program comes in handy! Your job as pilot, once you have the foes chasing you and in range, is to keep the ship flying. Using CtSS is recommended, but due to the nature of your tactics, I also recommend getting Rebel Shield Reinforcement Rear- Heavy or Extreme. This program can kick a reward shield up over 4k on the back, which is where 95% of your hits will come from. Couple this with a hefty sheet of plating on yout tail, and you end up with far better effective protection than normally.
 
Gunboats, Corvettes, etc
You will cry over how easy it become to take out your average gunboat in an ARC. The pilot maintains position underneath the ship, matching speed or feathering the throttle and twisting to account for turns. He is rolled on his side so that both guns have a clean shot at the gunboat. If the pilot has a gun, then the Corvettes can be just as easy. remove wpn5 on the initial pass, then let the gunners shoot at the trailing gunboats, or the shields, or whatever the target of choice is. Pilots can use missiles at will, and if you're a single ship, then taking the escort simple becomes a matter of leading them off, and shooting as they chase, just as I described above.
 
Things I haven't tried yet:
Even with an inexperienced crew, most of the things I described above should be pretty easy. So what else is there? I have had thoughts and ideas about ARCs and the new rash of Tier5 duties, as well as really tough missions like Lord Cssyc. If the Chasing technique works as well as my tests lead me to believe, then Those really tough missions just got easier, give it some thought.
 
Conclusion:
The ARC is a specialty ship. It's a different sort of gunboat killer than a Bwing, and has the advantage of a useful method of taking out other fighters. It's a joy to fly with gunners, and once you get a bit of practice at it, I'm sure you'll see that too. Enjoy!
 
 

Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose. 


06-05-2005 12:27 PM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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psikobunny
Jedi
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psikobunny
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*crickets chirp*

I loves it when my posts drop like rocks. It either means I'm so far out that no one understands a word I'm saying, or I knocked socks off.

Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose. 


06-05-2005 09:49 PM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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A_Lamer
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Posts: 299
Registered: 06-01-2005


A_Lamer

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Read it over, sounds pretty good though I mainly didn't reply as I can't finish this last blasted mission so I can work on my 4xxx box and start the arc quest, and as such test it out.

Starsider: Denala Vik'nar BH/Pistoleer/Combat Medic
06-05-2005 10:10 PM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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RumField
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RumField

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psikobunny wrote:

*crickets chirp*

I loves it when my posts drop like rocks. It either means I'm so far out that no one understands a word I'm saying, or I knocked socks off.




Hey don't feel bad! At least you know what the ship is like. I have a ARC-170... that I can't generate. Just a deed. I'm one of the many people out there with a bugged ARC deed. In fact I think that there are more of us who are bugged then not.

That could be why you haven't gotten much of a response.


Naver Drol
Master Pilot - Elder Rifleman - Elder Scout
Amongst other things...
06-05-2005 10:33 PM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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uselessn00b
Wing Commander
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Registered: 10-24-2004


uselessn00b

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Bugged deed too, but looks like a nice guide

My lack of faith... completely and utterly justified.
My subs, now being paid to Eve Online.
06-06-2005 03:00 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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Chiiry
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Chiiry
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Nice guide! I guess I should install the bottom gun in mine again...I took it out because I thought it was so useless (gunners can't hit a thing when you're banking and turning to hit the enemy you're pursuing) but I guess I will try the tactics you decribed!

Thanks!

Chiirytobuck, Master Architect, Master Artisan, Master Tailor, Alliance Ace Pilot and Master Politician. Mayor of Mos Lyria, Tatooine.
06-06-2005 03:24 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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Goraf
Jedi
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Goraf
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Excellent guide! Now to find two crewmembers to do CPG duties with...

I mostly use my ARC when I am helping tier-3 pilots with missions. Because I'm killing things a bit more slowly, it gives them a chance to blow a few enemies away themselves. I just can't handle holding back when I'm flying my Kryat or Actis...

Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn
06-06-2005 05:36 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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DrendalKahn
Wing Commander
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Registered: 07-21-2004


DrendalKahn

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psikobunny wrote:

*crickets chirp*

I loves it when my posts drop like rocks. It either means I'm so far out that no one understands a word I'm saying, or I knocked socks off.




/comfort

It was a great post! Makes me slightly motivated to go out and get one, lol.

So yeah. You rocked socks. A friend and I need a good gunboat killing system and this sounds promising...

DRENDAL KAHN

06-06-2005 06:42 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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Zilod
Jedi
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Registered: 07-01-2003


Zilod

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good post
 
eheh i'm mostly a "solo fighter" pilot but nice to see that people have fun with these ships and they can be used effectively.
 
just a curiosity... have you tried tier5 gunboats in Kashyyyk?
they are very fast and maneuverable (imo too much eheh) can you still handle them with a "gunship" style flight?
06-06-2005 06:56 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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Y0ungPadawan
SWG Lieutenant
Posts: 213
Registered: 07-04-2003


Y0ungPadawan
PA: Rebel Base-EU
Server: Eclipse

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Good post
 
I hadn't thought of rolling it on its side under gunboats - will definately give it a try when i can next get a crew together
 
One thing I would note about the dragging targets behind you technique - Counter measures! This really seems to trigger the AI to launch missiles at you ... well on the Lord Cyssk mission it did anyway (only time i really tried it).  A few direct hits to the rear in succession and its game over.  Of course I didn't have my shield adjust / reinforce rear progs in (not normally any use for em! ).
 
I have been using my ARC to help my alt level through Tier 2 on my 2nd comp (which is next to me) - thats a lot of fun .. kinda strange, but makes a nice rear view mirror

Marinos, Eclipse
06-06-2005 09:47 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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Vegitaa
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Vegitaa
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I used one of your methods last night in DS....

I had a guildie who needed Faction Points. So we took up my Aggressor. I would get in front of and below gunships, using match speed to stay just ahead. then using the rear turret he would take them out.. good tactics in this thread!

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There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.

06-06-2005 09:54 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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TomedNor
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TomedNor
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RumField wrote:


...
Hey don't feel bad! At least you know what the ship is like. I have a ARC-170... that I can't generate. Just a deed. I'm one of the many people out there with a bugged ARC deed.
...




I know that feeling well.

---------------------------------------
See you around, and happy trails,
- Tomed Nor
*walks off into the forest*
Corbantis ~ Master Ranger, Master Rifleman, CorSec Ace Pilot
06-06-2005 11:17 AM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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Caelan_
SWG Ensign
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Caelan_
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Outstanding information! Thank you.

*bookmarked*

06-07-2005 12:58 PM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications
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Gaitan
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Gaitan
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Sorry, just saw this one today.

I'll say this, I've had my eye on uses for the ARC for a while, and I suspect before the week is out I'll have one of mine loaded out for All-purpose use (sorry, if it can PvE it can PvP I always say ) and see if my suspicions about the ship are true.

Great write up!

 

Gaitan
Master Spy
Elder Smuggler, Imperial Colonel.
06-07-2005 01:31 PM  

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Re: The ARC170 Usage Guide- strategy, tactics, applications   [ Edited ]
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DarkBShadow
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Registered: 07-11-2003


DarkBShadow
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i think the ARC is a great ship... however untill the devs change the turrents it will not fit my needs as a pilot... It is very fast/manuverable ship However turrent aiming in them and any POB ship is horrible. i also wish there was a reason for the S-Foils on the ship... It is just there for show imo.

for me taking out gun boats/fighters/Vettes are not a problem at all in my Scyk/krayt. but none the less great post.

Message Edited by DarkBShadow on 06-07-2005 04:49 PM

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06-07-2005 01:48 PM  

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