Vampire Gripes

frostytheplebe

Seventh Part of the Seal
Space superiority... my ass, I feel better flying a Piranha then I do this thing. The gun layout is ok, I've always said that a particle/tachyon combination is something that I always thought would rock... um... well it was pretty good... I guess

Sadly this is the most unstable fighter I've ever flown. I slight twitch the wrong way, and the fighter goes crazy, keeping a stable course isn't easy. You could have all the guns in the world, if the fighter cannot be held to in place to take a shot, those guns are useless. I much prefer the Panther, even with its reduced weaponry.
 
Tsk, tsk, you simply need to know how to make the most of the Vampire's superior pitch and roll rate. :p

Seriously, though, I've never had a problem with any fighter being "unstable". I'll grant that the Vampire's high manoeuvrability might make it seem hard to control at first, but personally, I don't think it's very hard to get used to it - even use it to your advantage.
 
The only flyable fighter that is "unstable" is the Devilray in WCP. It is just too manuverable.

The Vampire is right at that edge that makes it seem unstable, but it's that feeling that makes it a truly deadly fighter in the right hands.

I was head over heels in love with the Vampire when WCP came out. I was able to take full advantage of my joystick setup because of its handling. It can be a little difficult with a mouse, but even then it's a great fighter.

And how can you not like 4 MIRVs?
 
Uh, when all four FFs fly towards the same target?

That being said, it's been pointed out before that this can be an advantage when fighting corvettes.

Edit: I don't recall having problems with the Devil Ray either, but then, I don't often fly Nephilim ships. :) Makes me wonder about flying the Lamprey...
 
Edit: I don't recall having problems with the Devil Ray either, but then, I don't often fly Nephilim ships. :) Makes me wonder about flying the Lamprey...

Knowledge gained through WCP MP experience :)

Although I have to say HCl can handle the Devil Ray better than most. Played a few games with him earlier and he was lighting a few of us up in it.

As for the MIRVs, yeah I alway saved MIRVs for high value targets (Red Mantas, Devil Rays, Stingrays, Skate-Ts)
 
heh I'd recommend you take it out in the sim for a few rounds solo before committing to it in MP. It is by far the most maneuverable flyable ship. It turns on a pinhead nevermind a dime.

If anything you should try to master the Panther. Popsicle is hands down the best with it and it seems to be the more popular MP ship.
 
Uh, when all four FFs fly towards the same target?

That being said, it's been pointed out before that this can be an advantage when fighting corvettes.

Edit: I don't recall having problems with the Devil Ray either, but then, I don't often fly Nephilim ships. :) Makes me wonder about flying the Lamprey...

Both Nephilim ships in UE are absolutely terrible. So far I've only managed to take out 3 fighters before going down. I think the Squid might be even worse than the Lamprey - once you run out of missiles and boosters, you're pretty much dead.
 
I prefered the Panther over the Vampire. The Vampire has to sensetive controls for me...maybe its because I feel quite comfortable in a Broadsword ^_^
 
My gripe is that you cannot lose a mission when in a Vampire. I honestly don't think I have ever died in one if I was playing seriously, though that's probably more of a problem of the entire game being too easy - I've done plenty of dying in other games' 'super ships' like the Sabre.
 
Most of the ships in Prophecy/Secret Ops do seem to be ridiculously overpowered when compared to the Nephilim ships. Especially the Vampire and the Black Wasp. ;)
 
Well, the Nephilem are apparently some sort of insects, so it is likely that they use quantity instead of quality in their tactics, like most insects on earth do. They don't need good ships, they just need many ships. :)
Remember: Even some very old Kilrathi ships are capable to destroy some Nephilem ships before beeing overwhelmed by them.
 
Well, that certainly makes sense plot-wise...

It doesn't make them suck any less gameplay-wise, though. :p
(Except for UE, of course.)
 
The Vampire was near unstoppable. The four tachyon guns fired a bit slowly but what a punch. Highest speed and high manoeuverability and an exceptional missile loadout. There's nothing real to complain.

Incidentally, I didn't like the MIRVs very much. Normally I am very close to the enemy fighter so that the Mirv was useless and from further away at least one FF always got decoyed, ruining the 100% missile hit score.
 
in Secret Ops I always used the particle cannons on the Vampire, unless I needed a really quick punch.

I found the tachyon cannons to be far too slow for some of the more maneuverable bug fighters and full guns just drains your energy way too quickly.
 
Yes, that's something people rarely pick up about the Nephilim - it's supposed to be scary that they can throw away a million guys to kill one human fighter... they're not supposed to have amazing super-ships. It's a hard thing to get across...

Space Point
 
Hmmm, this seems like a good time to ask - what exactly ARE the ship killer weapons? Are they what they seem like, massive ship killing guns?
 
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