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LeeDawg
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Posted - 2010.03.27 22:20:00 -
[1]
I need some tackling advice. I was trying to tackle a corpmate just for kicks to see if I could. Every time I tried, he was able to just about pop me within a minute. I was using an interceptor (Ares) and he was in a Drake. I tried fitting for speed and orbiting fast, then I tried fitting a tank. No matter what his missiles/drones could hit me and I had to warp out. Am I doing something wrong, or is this just how it is?
Thanks!!
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ShahFluffers
Gallente Ice Fire Warriors
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Posted - 2010.03.27 23:27:00 -
[2]
Properly tackling a ship is more of an art than anything else. On one hand, yes, this is how tackling works... especially if you are a small ship. On the other hand, you are doing it a bit wrong.
Small tackle ships generally don't have the ehp to hang around too long... especially if there are multiple hostiles in the area. Generally your job as a tackler is to lock a ship down long enough for friendlies to warp in, lock up, and kill the target ship before it kills you... or point up the target ship so you can make a hasty retreat.
The thing you did wrong here is: you engaged a drake, which uses missiles. No matter how fast you go around a missile boat you will ALWAYS be hit. Mind you, speed does mitigate some missile damage... but you will still be damaged. Turret ships on the other hand can miss due to a small ship's high transversal (orbiting close at high speed)... however this can be rectified with a scram and web. In which case you point from a distance (which still carries risks as well). _______________________
"Just because I look like an idiot doesn't mean I am one." ~Unknown |
Colonel Evans
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Posted - 2010.03.28 00:08:00 -
[3]
With you going some ridiculous amount of m/s, I'm assuming around 5km/s, then missile damage will be next to none. It's his drones, kill em, kill em, kill em!
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Pel Ukken
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2010.03.28 00:57:00 -
[4]
what was your exact fitting? without details like that it's kinda hard to pass judgement...
generally speaking: - train interceptors to at least 4, the ares gets a get a signature radius bonus and a warp disruptor range bonus. this will make you a smaller target and will allow you to orbit faster and at a longer range.
- missile boats, neut boats, minmatar recons and stupidfast high tracking ships like the vaga and zealot are tricky tackles. most of the time you wont be able topoint them very long... which is ok since you're not in a fleet for DPS. get the point, get the fleet in and then warp off if needed.
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ShahFluffers
Gallente Ice Fire Warriors
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Posted - 2010.03.28 01:09:00 -
[5]
Colonel Evans, you're assuming too much with the variables. Ideally, yes, missiles damage against a high speed Ares would amount to roughly -1 hp per missile. However you can't always assume that kinetic missiles are being used. You also can't assume that the interceptor is going at full speed (it's orbiting remember?). You are also plugging in numbers that would only be possible with perfect skills on both sides (which is rare). I salute your digging up the numbers and plugging them in... but I must stress that formula projections don't always hold up to what actually happens (ex. blaster damage/tracking).
The drones on the other hand go without saying. Yes, they are a major thorn in the side of any interceptor pilot. You CAN shoot them down... but with the Ares having only 2 turrets and a paper thin tank I highly doubt that you'll kill all 5 quick enough. _______________________
"Just because I look like an idiot doesn't mean I am one." ~Unknown |
Lilith Velkor
Minmatar Final Agony B A N E
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Posted - 2010.03.28 01:13:00 -
[6]
Originally by: Pel Ukken
- missile boats, neut boats, minmatar recons and stupidfast high tracking ships like the vaga and zealot are tricky tackles. most of the time you wont be able topoint them very long... which is ok since you're not in a fleet for DPS. get the point, get the fleet in and then warp off if needed.
Or even die if needed. A 12mill interceptor hull is a good trade for a 140mill HAC or recon.
If your fleet mates do not compensate their tacklers for losses, find better mates.
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Pel Ukken
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2010.03.28 02:44:00 -
[7]
Originally by: Lilith Velkor
Originally by: Pel Ukken
- missile boats, neut boats, minmatar recons and stupidfast high tracking ships like the vaga and zealot are tricky tackles. most of the time you wont be able topoint them very long... which is ok since you're not in a fleet for DPS. get the point, get the fleet in and then warp off if needed.
Or even die if needed. A 12mill interceptor hull is a good trade for a 140mill HAC or recon.
If your fleet mates do not compensate their tacklers for losses, find better mates.
agreed. suicide tackling +100mil stuffs in a inty is good fun... sometimes, you even live (not really).
Originally by: ShahFluffers However you can't always assume that kinetic missiles are being used.
99% of the time caldari missile boats will be using kinetic missiles.
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Desudes
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Posted - 2010.03.28 09:07:00 -
[8]
What are you orbiting at ?
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Lugalzagezi666
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Posted - 2010.03.28 09:53:00 -
[9]
Tackling drake is one of the easiest things for inty pilot - its slow /only few ***s use snakes on it to hunt hacs/ and its damage to mwding inty is low and without peaks when burning towards it and disengaging. Generally id say good fitted tackling inty can easily hold hml drake for 1,5-2 mins without shooting warriors.
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Voodoo Ido
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Posted - 2010.03.28 16:50:00 -
[10]
Medium Shield Extender.
A decent shield buffer will allow you to keep your speed and greatly extend your ability to withstand your target's defenses. Fit micro auxillary power core, speed/agility mods, suitcase, maybe damage mod or if you like sensor mod to increase your targeting range so you can actually use the bonused, overheated T2 point range. Rigs to taste. Maybe powergrid rigs to lose the mapc or sensor rigs, etc. and free up a low slot?
A Stiletto can do the same thing, with the added bonus of an extra mid-slot for a tracking disruptor/ web/ scram, etc...
Just kill the drones, and ride out the damage till your gang pops him.
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Shade Millith
Caldari International House of PWNCakes Libertas Fidelitas
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Posted - 2010.03.29 00:09:00 -
[11]
Originally by: Colonel Evans Edited by: Colonel Evans on 28/03/2010 00:29:21 Edited by: Colonel Evans on 28/03/2010 00:27:54 Edited by: Colonel Evans on 28/03/2010 00:26:45 With you going some ridiculous amount of m/s, I'm assuming around 5km/s, then missile damage will be next to none. It's his drones, kill em, kill em, kill em!
EDIT: 101 m/s = Heavy Assault Missile Exp Velocity. 4265 m/s = Ares Velocity with 1MN MWD II and 2 Polycarbs. 101 = 2.37% of 4265. Damage of a Terror Assault Missile on an all V skills drake = 175. 2.37% of 175 = 4.14
175m = Heavy Assault Missile Exp Radius Ares sig radius with 1MN MWD II on = 78.8 78.8 = 45.02% of 175 45.02% of 4.14 = 1.86
Ares base Armor Resistance against Kinetic = 45% 1.86 - 45% = 1.02
So it's obviously not the missiles. Hobgoblin IIs (of which he should have 5 of) would do 18.23 damage to your armor each hit, every 4 seconds.
TL;DR: The guy above me is wrong, the missiles would hit for 1 damage each, it's his drones.
That's assuming that he's running with HAM's, and not HML's
121 m/s = Heavy Missile Exp Velocity. 4265 m/s = Ares Velocity with 1MN MWD II and 2 Polycarbs. 121 = 2.83% of 4265. Damage of a CN Scourge Missile on an all V skills drake = 373.6. 2.83% of 373.6 = 10.5
93m = Heavy Missile Exp Radius Ares sig radius with 1MN MWD II on = 78.8 78.8 = 84.7% of 93 84.7% of 10.5 = 8.89 EHP
Still not much, but with 7 launchers that's 62 every 6 seconds at his absolute maximum speed. (Assuming that formula is correct, I have no idea. I throw missiles, not study them) ------------------------
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