Horizons Fighter Progression

How many people are hiring Harmless pilots and leveling them up? I've been using my Keelback to do just that.

I found the best place to do this is at a high RES location. The enemies that show up are higher levels, but there's lots of police backup. Just don't accidentally shoot them, or you'll be running from the RES like this:

XqJJrKC.jpg


In two days I've gotten my pilot up from Harmless to Competent, and almost Expert (and myself inching up from 90% Dangerous to 97% Dangerous ;) ). She charges only half of what a person hired at the Competent level would, so that's worth it in the long run, too.

I'm not one for grinding, but actually find this enjoyable because it feels like I'm working in tandem with someone (having colored lasers helps notice their effect as well). Even got their commands set to Voice Attack, so it's like I'm communicating with them too. I've noticed her getting better as well as she goes up, making her much more useful.

I'm still not sure what weapon loadout to use, though. Fixed, obviously, but pulse laser, beam laser, or plasma burst? I found using a beam laser plus a heat sink can absolutely WRECK shields on large ships (even an Anaconda) because of the sustained fire, but being a beam laser in an RES you're in danger of

XqJJrKC.jpg


happening. But according to the ship stats the pulse laser should be able to do almost as much DPS (44 vs 45), and with 4 pips to weapons you'd get a lot of sustained fire. Lastly, while the plasma bursts don't do as much damage, it is more effective against a hull than a laser, so once the shields are down it should in theory be more effective on the take down.

So what are your methods of leveling up pilots or how to use them effectively?
 
Been doing the same ever since I found out they levelled with use, although it does add an extra layer of misery when you lose your mothership (your hireling dies with it...). I've also got VA set up for their commands. Just wish I could launch them via VA as well (without another excessively long command)

There's a High Rez less than 3 seconds from my current home station, so that's my usual training ground. Normally jump in there when there are no lucrative missions on offer, or if I'm specifically training my pilot, I try to get them to at least competant before leaving it.

Personally I favour the plasma repeater - highest dps (I think...?), and also VERY good for taking out skimmers :D Not tried it against generators yet, but am anticipating a lot of powerless ssettlements when I do get round to it :D
 
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Personally I favour the plasma repeater - highest dps (I think...?), and also VERY good for taking out skimmers :D Not tried it against generators yet, but am anticipating a lot of powerless ssettlements when I do get round to it :D

How do you figure plasma repeaters have highest DPS? They're listed as being in the mid-thirties, aren't they? (as opposed to mid-forties for beam and pulse). Or are you referring to specifically against hull?
 
How do you figure plasma repeaters have highest DPS? They're listed as being in the mid-thirties, aren't they? (as opposed to mid-forties for beam and pulse). Or are you referring to specifically against hull?

Thought they were the ones in the mid 40s... guess I'm wrong there... Having said that, I'm fairly certain their reload beats the beam laser cooling down, especially if the fighter's out of heat sinks. (Plus they just look cooler when they're pink :D)
 
Well, as I said, if the PRs do better hull damage, then even if it's not taking shields down as fast it is going to help shred the ship faster once they are down. I'm thinking maybe PRs would reduce the chance of

XqJJrKC.jpg


because the damage done accidentally to police target's shields should be reduced. Might give that a shot next time. My KB is set up with an extended clip thermal pack hound missile rack and upgraded pulse lasers, so shields tend not to be a problem ;)

But man was it satisfying to use a heat sink and watch a Conda's shields drop. Can usually stay on their tail easy enough too.

My one concern with this kind of play is that it's probably making me a worse combat pilot, not better. I'm no doubt picking up all kinds of bat habits doing it. ;)
 
Well, as I said, if the PRs do better hull damage, then even if it's not taking shields down as fast it is going to help shred the ship faster once they are down. I'm thinking maybe PRs would reduce the chance of

http://i.imgur.com/XqJJrKC.jpg

because the damage done accidentally to police target's shields should be reduced. Might give that a shot next time. My KB is set up with an extended clip thermal pack hound missile rack and upgraded pulse lasers, so shields tend not to be a problem ;)

But man was it satisfying to use a heat sink and watch a Conda's shields drop. Can usually stay on their tail easy enough too.

My one concern with this kind of play is that it's probably making me a worse combat pilot, not better. I'm no doubt picking up all kinds of bat habits doing it. ;)

Well, if you're worried about that, just try flying the figher a few times ;) (If you're stacking skimmer missions, it's actually not such a bad way of doing it, since there's no ammo worries...)
 
I spent a good chunk of last night parking my Keelback outside the edge of a CZ and going in with a SLF. It was an interesting experience, I definitely need to develop some better railgun-dodging maneuvers. :) My pilot's gotten a couple of rank-ups in the meantime, I guess mostly from watching over my shoulder and learning. And a few times I just waded in with my Keelback and let the fighter play backup.

This is also the first time I've seriously used SLFs in a combat scenario (recently got back from Jaques so I'm behind the curve). Really interesting how wildly different they feel from their CQC counterparts. Faster and with better turn rate, but with weird quirks that make them difficult to fly. The GU-97 has super-floaty turning that feels almost like FA off, and the Condor has basically zero lateral acceleration at all. Haven't had a chance to try the Taipan yet.
 
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I like both of them (fixed beams and plasma repeaters). Repeaters take some aiming but hit hull a bit harder. Beams are generally good against anything and easy to keep on target.
 
How many people are hiring Harmless pilots and leveling them up? I've been using my Keelback to do just that.

I found the best place to do this is at a high RES location. The enemies that show up are higher levels, but there's lots of police backup. Just don't accidentally shoot them, or you'll be running from the RES like this:

http://i.imgur.com/XqJJrKC.jpg

In two days I've gotten my pilot up from Harmless to Competent, and almost Expert (and myself inching up from 90% Dangerous to 97% Dangerous ;) ). She charges only half of what a person hired at the Competent level would, so that's worth it in the long run, too.

I'm not one for grinding, but actually find this enjoyable because it feels like I'm working in tandem with someone (having colored lasers helps notice their effect as well). Even got their commands set to Voice Attack, so it's like I'm communicating with them too. I've noticed her getting better as well as she goes up, making her much more useful.

I'm still not sure what weapon loadout to use, though. Fixed, obviously, but pulse laser, beam laser, or plasma burst? I found using a beam laser plus a heat sink can absolutely WRECK shields on large ships (even an Anaconda) because of the sustained fire, but being a beam laser in an RES you're in danger of

http://i.imgur.com/XqJJrKC.jpg

happening. But according to the ship stats the pulse laser should be able to do almost as much DPS (44 vs 45), and with 4 pips to weapons you'd get a lot of sustained fire. Lastly, while the plasma bursts don't do as much damage, it is more effective against a hull than a laser, so once the shields are down it should in theory be more effective on the take down.

So what are your methods of leveling up pilots or how to use them effectively?

Do I hear wedding bells?
 
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