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#1 Ghostrider

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Posted 06 January 2009 - 08:16 AM

For some time we have been hinting at the terrifying combat power of illegal warships and of criminals in general. Here is an insiders view of the worst a pirate fleet has to offer.

First, we take the view that all pirates have extensively modified the stock models, with major overhauls to engines, maneuverability, shielding and hull armour plate. This makes them tougher than normal, but what really sets them apart are the illegal weapon systems.

Pirates use a range of illegal weapons from the extremely expensive Diamond Boron Missiles, through to Slug Throwers and worst of all - Disruptor technology.

Diamond Boron Missiles are fast, expensive and have a wide range explosive effect in addition to high warhead damage. This makes them perfect anti-starfighter weapons and a good volley of DBM’s can wipe out entire squadrons of starfighters.

Slug Throwers are kinetic energy weapons, like rail guns, that bypass shields and damage the hull directly. They are most commonly used as quad guns to devastating anti-fighter effect.

The really scary weapons, however are the disruptors. These illegal guns consume huge quantities of tibanna gas and create a short range waveform that destroy the bonds holding atoms together. The result of this is that if you fire a disruptor pistol at a humanoid target, it is usually vapourised, leaving a small pile of ash behind. Mere possession of a disruptor pistol is an automatic death sentence on most civilised worlds. When Merr-Sonn developed the MSD-32 disruptor pistol, The weapon was so deadly and the company so horrified by what it had wrought that Merr-Sonn took steps to cover up the fact that the weapon ever existed; the design was purged from all company computers, the designers were sent to the spice mines, the managers were killed, and every weapon they could get their hands on was destroyed!

Enforcers, illegal mercenaries and marauder pirates carry disruptor pistols and disruptor rifles, making them deadly infantry. Starfighters are armed with disruptor cannon, and there are also very rare turbodisruptors that can be mounted on larger ships. All disruptor weapons sizzle straight through shields and vapourise large sections of starship hulls – causing huge damage.

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The following illegal units are available to pirate forces:

Fighters
Alpha-3 Nimbus-class Starfighter (Illegal) - 2 Light Dual Disruptor Cannon.
A fast disruptor interceptor.
CloakShape Fighter (Illegal) - 2 Light Disruptor Cannon, 2 (3) Light Advanced Proton Torpedoes.
A cheap, tough-hulled illegal superiority fighter.
Mankvim Light Interceptor (Illegal) - with improved shield hull and maneuver, but no weapon upgrades.
Illegal spam fighter
R-41 Starchaser (Illegal) - 2 Light Disruptor Cannon +2, 2 Light Slug Thrower, 2 (4) Light Advanced Concussion Missile.
A Multi-purpose illegal dogfighter.
T.I.E. Starfighter (Illegal) - 1 Light Dual Disruptor Cannon.
A Maneuverable disruptor fighter (a worse/older choice than the Illegal Nimbus).
Z-95 Headhunter (Illegal) - 2 Light Triple Slug Thrower.
A Slugthrowing variant of the standard Headhunter.

Bombers
BTL Y-wing (Illegal) - 1 Triple Laser, 2 Light Slug Thrower, 2 (2) Light Proton Bombs.
A Self-escorting heavy bomber.
Rihkxyrk Attack Ship (Illegal) - 2 Disruptor Cannon, 2 Light Laser +2, 2 Light Ion Cannon +2, 2 (5) Light Proton Rockets.
An all-around illegal bomber a la B-wing.

Transports
Delta-class DX-8 Stormtrooper Transport (Illegal) - 8 Disruptor Cannon, 2 (4) Advanced Concussion Missile.
A deadly Anti-transport disruptor transport.
Gamma-class ATR-5 Assault Transport (Illegal) - 3 Light Dual Turbo-Disruptors, 1 Slug Thrower, 2 (6) Advanced Proton Torpedoes.
This tiny ship is a Frigate killer.
GAT-12 Skipray Blastboat (Illegal) - 6 Light TurboIon+4, 1 Dual Disruptor Cannon, 1 (16) Advanced Plasma Torpedo, 1 (16) MagnaPulse Torpedo. A Shipjacker special – designed to capture large warships intact.

Freighters
BFF-1 Fire Ship - exploding version. Twice as deadly as GR-75.
CTF-1 Container Transport (Illegal) – with 3 Dual Disruptor Cannon and Power to Engines, this is a blockade-running illegal freighter.
CTF-1 Fire Ship (Illegal) - Sensor Jamming (no double lasers).
With ionite explosives. Completely depletes all shields – something worthy of Han Solo himself – with one of these and a decent armed freighter, you could knock out the shields of an Imperial Star Destroyer, use an assault transport to blow the bridge windows and capture the ship intact!
GR-75 Fire Ship - non-upgraded, exploding version.
MCF-1 Modular Conveyor (Illegal) - 3 Dual Slug Thrower, 1 (12) Advanced Magnapulse Torpedoes, Sensor Jamming.
A Stealthy illegal freighter.

Corvettes
CR90 Corvette (Illegal) – 2 Dual Turbo-Disruptors and 4 Slug Throwers,
This is a dangerous multi-role illegal corvette.
IPV System Patrol Craft (Illegal) - 4 Dual Disruptor Cannon, 1 (24) Heavy Flechette Missile.
Flechette Missiles have a large effect area- making this a Hull-chewing counter-starfighter.
Marauder-class Missile Corvette (Illegal) - 4 (12) Heavy Diamond Boron Missiles, Full-Salvo.
A Squadron-killer.

Frigates and cruisers.
Carrack-class Light Missile Cruiser (Illegal) - 10 Heavy Mass-Driver Cannon, 20 Slug Throwers and 10 (10) HACM.
This is a mass-driving siege frigate, often used as a lesser flagship.
EF76 Nebulon-B Escort Frigate (Illegal) - 10 Turbo-disruptors, 10 Disruptor Cannon, 2 Tractor Beam. 2 Illegal Squadrons
General-purpose disruptor frigate, often encountered as a minor flagship.
Quazar-Fire-class Fire ship.
Big scary exploding version.

Dreadnaught-class Heavy Cruiser (Illegal)
- 8 Heavy Dual Turbo-Disruptors, 16 Quad Laser Cannon, 8 Quad Ion Cannon, 2 (20) Heavy Diamond Boron Missiles, 2 Illegal squadrons. This is some kind of terrifying flagship. Under 10 exist in the entire galaxy, and all are unique.
Each is individually named for a person or criminal organisation and all of them have a different special ability, including proton beams, healing, cloaking, and shield leeching!

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One final hint, the power of the disruptor is often misleading as it is sometimes hard to spot hull being damaged in tactical while shields are fully intact. It is very easy to lose a LOT of ships very fast when facing these behemoths. However, upgraded technology can handle even these monsters, so get your research hotting up!

Edited by Phoenix Rising, 07 January 2009 - 10:57 PM.


#2 Tropical Bob

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Posted 06 January 2009 - 08:28 AM

Eep...And I thought me having over 1,000 Imperial starfighters under my command was scary. They wouldn't last even moments against these pirates. *Shudder...*

#3 Kitkun

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Posted 06 January 2009 - 08:30 AM

By far the worst ones to face are the dreadnaught-class ships, and the Y-Wings with proton bombs. Huge damage straight to the hull...

Best bet is to use upgraded larger ships, and/or 'snipe' the most dangerous enemies with complements and long range ships. The Recusant, Dodonna, and Lancer are all decently effective against the fighters as long as they have some backup or, preferably, repair ships.

Edited by Kitkun, 06 January 2009 - 08:34 AM.

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#4 Ghostrider

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Posted 06 January 2009 - 09:59 AM

By far the worst ones to face are the dreadnaught-class ships, and the Y-Wings with proton bombs. Huge damage straight to the hull...

Best bet is to use upgraded larger ships, and/or 'snipe' the most dangerous enemies with complements and long range ships. The Recusant, Dodonna, and Lancer are all decently effective against the fighters as long as they have some backup or, preferably, repair ships.


That's why there are less than 10 in the whole galaxy. Only the huge criminal organisations have the financial backing and bravado to build them!
Their names are a signature of the backing organisation, or in some cases, an individual.

#5 Casen

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Posted 06 January 2009 - 11:07 AM

I noticed that when you fully upgrade the Preybirds they get slugthrowers...I once made 20 squadrons of those in the Thrawn Campaign and they even murdered corvettes and sometimes frigates.

#6 coinich

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Posted 06 January 2009 - 02:17 PM

Holy crap! I'd like one of those Dreadnaughts in MY fleet, please!

I'll attest to the modified bombers; those proton bombs killed a fair chunk of my fleet at _________ before I noticed the change in explosions. Need to work on my anti-bomber coverage...

#7 Ghostrider

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Posted 06 January 2009 - 02:59 PM

Holy crap! I'd like one of those Dreadnaughts in MY fleet, please!

I'll attest to the modified bombers; those proton bombs killed a fair chunk of my fleet at _________ before I noticed the change in explosions. Need to work on my anti-bomber coverage...


If you look carefully, proton bombs are yellow and move more slowly compared to standard torpedoes.

#8 Kitkun

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Posted 06 January 2009 - 03:09 PM

Proton Rockets are the yellow ones. Proton Bombs are blue and move even slower. Trust me; my ships have demonstrated the difference in survivability. Small ships, corvettes especially, can avoid them fairly well. My poor Dodonnas though...

Just noticed, I think you meant 'remember'.

Edited by Kitkun, 06 January 2009 - 03:09 PM.

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#9 cromy

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Posted 06 January 2009 - 03:29 PM

just field some picket craft carracks for the imps Dp20 for the rebellion you should be able to cut a swath from those bombers . . . those light flag ships however probably are going to be a bitch to handle . . .
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#10 Kaleb Graff

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Posted 06 January 2009 - 04:05 PM

You're going to have to make a pirate campaign so we can play with those. There's a good idea, Pirates vs. CSA.

#11 Ghostrider

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Posted 06 January 2009 - 05:09 PM

You're going to have to make a pirate campaign so we can play with those. There's a good idea, Pirates vs. CSA.


Pirate forces are strictly non-player only. Adding a third faction is challenging due to some hard-coding left in by PG, so CSA is the next addition that we would like - if we can get around the problem, but pirates will stay as pirates for the time being. So illegals are something you will only ever encounter, never build.

#12 Kaleb Graff

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Posted 06 January 2009 - 05:35 PM

Shoot. I'd be fun, at least in skirmish.

#13 keraunos

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Posted 06 January 2009 - 06:05 PM

Holy crap! I'd like one of those Dreadnaughts in MY fleet, please!

I'll attest to the modified bombers; those proton bombs killed a fair chunk of my fleet at _________ before I noticed the change in explosions. Need to work on my anti-bomber coverage...

Ghost, have you considered it? I think it might be a good idea to give some illegal dreadnoughts to... Rebel heroes! After all, Empire uses many ISDs as last level upgrades, while Rebellion is mostly limited to fighters/transports/frigates, with an exception of 4 heroes (Wedge, Tycho, Ackbar and Leia). Some heroes ships could be upgraded - Mon Mothma's/Garm's Dreadnought, Fey' Lya's Nebulon-B etc.

#14 Phoenix Rising

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Posted 06 January 2009 - 09:49 PM

Holy crap! I'd like one of those Dreadnaughts in MY fleet, please!

They're actually not that good when mixed with conventional ships. You end up battering down both the hull and shields at the same time, so it actually takes longer than using a military-grade warship with a few upgrades.

The way the illegals get you in GC is that they're all chipping away at your hull to some degree. You'll probably do pretty well against them in the opening stages of a battle, but by the mid/late stages, when you've fully committed your fleet, everything will be under 50% hull and they're still hypering in illegal reinforcements.

Best strategy against illegals though is to spam. Disruptors recharge twice as slowly as lasers, so they cannot cope with multiple weak opponents. Send in a few TIE wings, a flotilla of IPVs, and some Dreadnaughts and Acclamators for backup (both having tough hulls). For the Rebels, Z-95s/Y-wings are fine, but light freighters are better (they cost nothing and can take quite a hull beating), use whatever corvettes you have on hand (the GR-75 can be a good distraction too), and any of the MC line from Valiant on up. Of course, if you have any of the repair ships, those are the real bane of illegals; so if you're having difficulties, research for those.

#15 Pellean

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Posted 07 January 2009 - 04:43 AM

How canon are the disruptor cannons? I have never seen a reference to them before- the closest I could find are turbocharged lasers, which are just overpowered, not disruptor technology. Where did they come from?

Also, disruptors are supposed to have very short range because of the massive energy drain. Is this implemented in the mod? I haven't met any of these yet.
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#16 RyanK

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Posted 07 January 2009 - 09:44 AM

I don't know if the disruptor cannons appear anywhere else (i assume they do), but i think that they are in Battlefront II. As far as i know the bothan spy has a disruptor pistol that quickly takes down health and then instead of leaving a body, it just vanishes. I'll check if it actually is called a disruptor.

#17 Kitkun

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Posted 07 January 2009 - 10:27 AM

http://starwars.wiki.../wiki/Disruptor

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#18 Phoenix Rising

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Posted 07 January 2009 - 10:43 AM

How canon are the disruptor cannons? I have never seen a reference to them before- the closest I could find are turbocharged lasers, which are just overpowered, not disruptor technology. Where did they come from?

Disruptor technology is indirectly mentioned in ESB, as the news title references. As for starship-scale disruptors, that's straight from SWG:JtL. Though Wook claims them to be "inefficient and impractical", it doesn't say they weren't used by some. Furthermore, Wook itself isn't a source anyways...

Also, disruptors are supposed to have very short range because of the massive energy drain. Is this implemented in the mod? I haven't met any of these yet.

Slower recharge, but the range is the same as a laser. I wanted these to be bad news rather than some kind of trade-off.

#19 Fox83

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Posted 07 January 2009 - 12:22 PM

I can't say the Pirates were causing trobles for me since I started atacking with Preators II (2 + skipray screen of 16 squadrons).
Never lost a SBC under my supervision, although once one was very close to destruction. And for me nemesiss weapon of pirates was magpulse torpedo (the freiger variant) cripling weapons of my precius ships :D making them no more than huge practice target.

Edited by Fox83, 07 January 2009 - 12:22 PM.


#20 Darth Stalin

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Posted 07 January 2009 - 03:40 PM

as long as they have some backup or, preferably, repair ships.

What exactly do you mean as "repair ships"?

Are these the "space tugs" or so?
In fact I wondered what are the space thugs for, as well as higher-levels of transport ships - except that the better armed transport can defend themselves better in case when suddenly attacked during space combat...



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