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Kaddim Klauss
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Posted - 2011.04.28 16:48:00 -
[1]
So I've been trying to understand warp stabs vs. Scrams ans disruptors. Under ship info it says warp str 1. So if I was hit by a disruptor, Id have a warp str of 0 thus my warping out would be rendered moot. Correct?
Given the same situation, I fit a warp stab on my ship and engage again. Disrupted... but warp str is still 1 and off I go. If I get scrambled is it a -2 and thus with 1 warp stab I'm at warp str 0 and not going anywhere correct?
What's the benefit of tech 2 stabs? They don't do anything the t1s don't do...
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Jun'tarious
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Posted - 2011.04.28 16:51:00 -
[2]
i don't think there's much difference aside fitting requirements
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Cephelange du'Krevviq
Caldari Seventh Exploration and Engagement Command
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Posted - 2011.04.28 16:53:00 -
[3]
They have to render your warp strength lower than 0. So, if you have a stab equipped, it would take either two disruptors or one scrammer to prevent you from warping out on normal ships.
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Loraine Gess
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Posted - 2011.04.28 16:59:00 -
[4]
T2 stabs only give a -50% penalty to scan res, compared to -60% for meta 0.
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Kaddim Klauss
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Posted - 2011.04.28 17:08:00 -
[5]
See I can't figure out if it's lower than zero or if it's zero... If the warp str needs to be less than zero for you to not be able to warp, then how would disruptors ever work. Ships all say they have a warp str of 1. Would you need 2 people with Disruptors to stop a non stab'd ship? Obviously scrams would do it.
My theories were well in place until I jumped through a gate in an Iteron III with 1 stab. Yay, I see a douche in a Hurricane who summarily targets me and proceeds to blow up a defensless vehicle ([*queue eye roll*] hey if that's what he needs to do to feel like a real man... go for it.). I get the message "you have been scrambled!" My shields and armor dropping rapidly... I was mashing the warp button so I didn't lose my pod... When my ship decided to warp! It got about 30km before it popped, but I thought I was scram'd. wft? Needless to say I was puzzled. I thought I was scram'd. Why would you ever need 2 warp stabs? In case of multiple tackle?
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Cephelange du'Krevviq
Caldari Seventh Exploration and Engagement Command
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Posted - 2011.04.28 17:16:00 -
[6]
Some ships come with "built-in" stabs. The Blockade Runner series of vessels, for example, typically have +2 to warp strength for a role bonus.
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Kaddim Klauss
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Posted - 2011.04.28 17:33:00 -
[7]
Originally by: Cephelange du'Krevviq Some ships come with "built-in" stabs. The Blockade Runner series of vessels, for example, typically have +2 to warp strength for a role bonus.
So ships that are easily disrupted are denoted with a warp str of 0?
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Helen Hunts
Gallente Red Dragon Mining inc Red Dragon Industries
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Posted - 2011.04.28 17:52:00 -
[8]
Figure it this way:
A stab will nullify 1 point of scrambling. 2 stabs would be needed to nullify a 2-point scrambler (or 2 disruptors). You'll need 1 stab for every point of scrambling being appliad at any moment in time to be able to warp. Certain ships like the Deep Space Transports and the Skiff have 2 stabs built-in as part of the hull design.
As for getting popped while warping... lag can be a pain. While accelerating to 75% of max speed, you are NOT actually in warp, and can be shot/pointed easily. Once you have actually ENTERED warp, you're more or less invulnerable. (No longer fully in this universe/phased out/whatever)
As for the T2 and Meta 1-4 stabs, the difference is in fitting requirements and less severe penalties to targeting range and time. (Penalties are meant to be nasty enough that few will try to fight with stabs on) _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |
Wacktopia
Dark Side Of The Womb
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Posted - 2011.04.29 08:09:00 -
[9]
It's worth noting that some faction scrams come with a higher negative strength. Iirc the True Sansha scram is -3 warp strength.
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