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[need advice] how to get back a node in dominion?

STAR WARS: The Old Republic > English > Galactic Starfighter
[need advice] how to get back a node in dominion?

Kacynski's Avatar


Kacynski
02.20.2014 , 09:13 PM | #1
Yeah, I am on my way to get a grip a GSF and start to hold my own in TDM. I also got the basics down in Dominion, but as soon as there are above decent pilots on the other side I am sorta lost (as it should be with a rookie against aces). Now, I try to improve myself but so far I have no real idea on how to deal best with a captured node in dominion:

- either the guard satellites get me or defending ships get me if I try to close in in a Scout
- if I try to clean the mess from a distance with a gunship any smart player will move out of LOS, forcing me to reposition and probably drawing attention from others

I play only solo cue so there is no group effort involved which would obviously a much better approach, but what is the best way one can do just alone?

JediJeffP's Avatar


JediJeffP
02.20.2014 , 09:29 PM | #2
There is no best way to solo capture an enemy held node that is being guarded by a superior force. Just because you queued solo doesn't make it a solo activity. GSF is a team activity. Coordinate with your teammates to capture the node.
------
Jeff
Na'Kanlee - Sith Sorcerer
The Shadowlands

MrWoolie's Avatar


MrWoolie
02.20.2014 , 09:34 PM | #3
The turrets shouldn't be much of a problem unless you fly a bomber. Just switch all power to cannons or shields and charge them head on. It is also recommended to use a damage increase from ether systems or co-pilot if available

In your post, you said that you fly a gunship (quarrel I hope). With a GS, you can actually turn the turrets to your advantage by upgrading ion rail gun to AOE, charge it to full blast, and fire on any hostile objects. Since most of them, turrets, drones, and mines, are stationary, it is very unlikely to miss, and you will end up taking out everyone in the vicinity. Ion rail gun will strip all ships in that area of their shield, engine, and cannon power for 6 seconds. Simply follow up with a damage rail gun. This tactic will even work if you are dueling an enemy GS and they pop distortion field. Ion aoe has 100% hit chance, and their rail charge will fire prematurely.

The second, less cowardly method is to fly the tier 2 scout (my main ship.) Equip it with burst laser cannons, and blaster overcharge system. This combo is optimal for close range dogfights, and you will have a natural advantage against anyone else using another type of cannon. I also advise to use distortion field for shield component to deal with turret fire. The only ship that will cause you trouble in this matchup is another tier 2 scout.
You can take out mines with cluster missiles or rocket pods at max range. Drones, you can charge head on because they die in 2 shots. Bombers are pretty much a free kill unless they catch you by surprise or are backed up by some buddies.

One last thing, for the engine component, always go with barrel roll. Use it as often as possible en route to the satellite. It allows you to take out the turrets, die, respawn, and make it back fast enough to block the turrets from respawning.

Delta_V's Avatar


Delta_V
02.20.2014 , 10:01 PM | #4
I've found some success assaulting satellites in my Pike, unless they're defended by a (good) gunship or multiple bombers. 7700 meter range on Conc and EMP missiles, and 6900 meters on Heavy Lasers let me outrange the turrets, so either the defenders come out to meet me, or I pick off their turrets first. If there's multiple defenders, usually only one or two will boost out to meet me, in which case I can usually deal with them first (mastered Concs are a nasty thing once you've figured out how to land them). Assaulting a satellite tends to force a head-to-head encounter, which I rarely lose in my Pike, since I can put Directional Shields forward, and the fact that I can start shooting from several thousand meters beyond most enemies' weapons means that I start out with a huge advantage. Once they're dealt with, I can clear out the turrets (w/ the armor ignore, Heavy Lasers kill them in 2-3 hits). Any satellite humpers that are left can be a pain to clear out, but I've gotten pretty good w/ Heavies up close.


If there are 3 or more defenders, and they all come out to meet me before I reach the node, I just barrel roll away and try a different node. But the biggest issue is definitely bombers - if there are 2-3 remotely competent bombers on the node, you're gonna need half your team to flip the node. If there are 4, it just isn't going to happen.

Kacynski's Avatar


Kacynski
02.20.2014 , 10:10 PM | #5
Quote: Originally Posted by JediJeffP View Post
There is no best way to solo capture an enemy held node that is being guarded by a superior force. Just because you queued solo doesn't make it a solo activity. GSF is a team activity. Coordinate with your teammates to capture the node.
I was not very clear with my posting. I don't intend to be able to singlehandedly take a node back. With referring to solo cue I just wanted to point out that voice chat, coordinated changing of crafts and so on are out of question.
OFC this is a team game, what I am looking for is advice like this: "if you see your team's scouts do this, then maybe you want to get in a GS and do that to support them"
I find that typing in chat and communicating with the team is even more difficult in GSF than in ground pvp so to set up coordinated attacks in a PUG game is really hard (imho). What I am trying to do is "reading" my teams behavior and try to match their moves (if I can make out a coordinated approach).

Edit: thanks at the very helpful advise to the two posters above, that's exactly the kind of thing I was looking for.

mr_sim's Avatar


mr_sim
02.20.2014 , 11:46 PM | #6
Usefull things to know.

- Fully upgraded heavy lasers are THE BEST for killing turrets because of 100% armor ignore.
- If you are in contest range of a satellite no turrets will spawn. you do have to kill off the current ones though.
- Flying under the satellite at Paint on the hull range at medium-full throttle is the best defense against missiles.
- Bombers + GS can lock down a node and only a team effort can retake it, get on /ops and make it happen.
- If a node is mined EMP scouts are a great option.
Striker Pilot - Jedi Covenant - Imperial Forces

<Roving Guns>

Morgrid's Avatar


Morgrid
02.21.2014 , 12:06 AM | #7
Kill all those who stand in your way!

And then put out a couple of mines for the ones you missed.
Darth ImperÓus of The Ebon Hawk.

Galactic Champion of "Chase the Bomber"

dancezwithnubz's Avatar


dancezwithnubz
02.21.2014 , 02:12 AM | #8
teamwork is usually the best bet. the only time you really need to race off the cap ship is at the start. when respawning, take a second to look at the minimap, see where your teammates are headed and tag along.

the gunship's Ion Railgun is the single best weapon to clear out a cluster of mines, drones & enemies. fire off a couple of fully charged shots against a turret or drone and you'll shred the shields and drain the power of the nubs huddled underneath the sat.

Slivovidze's Avatar


Slivovidze
02.21.2014 , 01:15 PM | #9
Even when you queue solo, it is good to watch what your team is doing. If it is a group of nutjobs, well, sorry, better luck next game. But if you see some basic organization, you can join the efforts.

Check the area. If you see enemy node but don't detect any enemies nearby, you can go and try to capture solo. Shoot one turret at a time and make sure to kill it before proceeding. Try to kill them as fast as you can so you don't suffer too much damage.
If you detect enemies guarding a node but nobody from your team attacks, don't go solo, instead look around what your mates are dealing with. Maybe they are defending another node from heavy enemy attack? Go help them sort it out.
If you detect enemies guarding a node with one or two of your mates attacking, go and help. Turrets are priority one. If your ally(ies) die and there are still living enemies, don't be afraid to chicken out.

Being alone in battlefield is usually a death wish. If your confidence gets too high you can go and try your luck, but usually you will have way more success if you join forces with at least one ally, voice comm or not. You can, like, take charge of defending that one gunship guy. Or the bomber. Don't leave their side, repel attackers and try to ensure their safety. That's also very efficient way of teamplay, and you may even get a "thanks" whisper at the end of a fight.

ptwonline's Avatar


ptwonline
02.21.2014 , 02:19 PM | #10
Quote: Originally Posted by Slivovidze View Post
Even when you queue solo, it is good to watch what your team is doing. If it is a group of nutjobs, well, sorry, better luck next game. But if you see some basic organization, you can join the efforts.

Check the area. If you see enemy node but don't detect any enemies nearby, you can go and try to capture solo. Shoot one turret at a time and make sure to kill it before proceeding. Try to kill them as fast as you can so you don't suffer too much damage.
If you detect enemies guarding a node but nobody from your team attacks, don't go solo, instead look around what your mates are dealing with. Maybe they are defending another node from heavy enemy attack? Go help them sort it out.
If you detect enemies guarding a node with one or two of your mates attacking, go and help. Turrets are priority one. If your ally(ies) die and there are still living enemies, don't be afraid to chicken out.

Being alone in battlefield is usually a death wish. If your confidence gets too high you can go and try your luck, but usually you will have way more success if you join forces with at least one ally, voice comm or not. You can, like, take charge of defending that one gunship guy. Or the bomber. Don't leave their side, repel attackers and try to ensure their safety. That's also very efficient way of teamplay, and you may even get a "thanks" whisper at the end of a fight.
There is an alternate strategy though: if you are good and can survive for a while, attacking an enemy sat solo can draw off enemy fighters to come and deal with your threat. If you can pull at least 2 enemies to fight you, then you've given your team an edge on the rest of the battlefield. I find this useful if one sat has become a stalemate.

This doesn't work so well when one is a bomber, of course, since going evasive against enemy ships just means mines and drones will kill you.