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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1047
|
Posted - 2016.12.03 23:05:42 -
[31] - Quote
Thought of the day: ECM drones require understanding. In my opinion, they are a hail-Mary at best.
You calculate the chance of successfully jamming a target by dividing the drones jam strength by the ships sensor strength.
Small ECM drones have a jam strength of 1 against every race. If you were trying to jam a frigate with a sensor strength of 10, you would have a 10% chance of success. (Jam strength (1)/sensor strength(10))= 10% or .1
Now, that means the chance of failure is 90%, or .9.
To figure out the chance of multiple drones together, you have to multiply the chances of failure together. Ex: 5 drones with a 90% chance of failure would have a (.9*.9*.9*.9*.9= .59) 59% chance of failure.
That means your 5 drones give you a 41% chance of successfully jamming a t1 frigate (assuming there is a t1 frigate with a jam strength that low, my punisher is 12.6 signal strength) in a given jam cycle.
These can make sense in some circumstances, but even with 5 of them your chances of actually jamming a ship on the first cycle are really bad. Larger ships have larger sensor strengths.
They can make sense as a hail-Mary if something catches your kite-boat, but I don't recommend betting on them as part of your strategy.
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Angar Ituin
Republic Military School Minmatar Republic
0
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Posted - 2016.12.04 09:38:09 -
[32] - Quote
ill be flying by somewhen soon :D. Looking forward to learn some PVP.
Thanks for the service and delivering such a great value to the community. |
Mobadder Thworst
The Eviction Mandate Eviction Imminent
1047
|
Posted - 2016.12.04 15:16:14 -
[33] - Quote
Angar Ituin wrote:ill be flying by somewhen soon :D. Looking forward to learn some PVP.
Thanks for the service and delivering such a great value to the community.
Great! Can't wait to see you. Be sure and join "numbnuts pub" in the meantime!
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1048
|
Posted - 2016.12.04 23:33:07 -
[34] - Quote
Thought of the day: Alpha shooter is the term we use for ships that do a LOT of damage in a single shot.
We all know there are people trying to use these in ganks and other activities, but I want to discuss their relevance.
I'm no fleet expert, but there is a great argument for using alpha strikes in fleet activities, because they can appear to have much higher DPS than they really do specifically in short fights.
Suppose you had two ships, one that did 1000 dps and fired each second (blaster boat) and another that does 900 dps and fires once every 10 seconds (artillery boat).
In the first second, the alpha shooter will do 9000 damage. After that, the other ship will fire 9 more times bringing both ships nearly equal at (alpha shooter did 9000 damage, blasted boat did 10.000 damage) 10 seconds until the alpha shooter fires again.
As of the second shot, the alpha shooter has discharged 18,000 damage in 11 seconds. The blaster boat has discharged 11,000
In this case, if the fight only lasts 11 seconds, the alpha shooter will have averaged 1600 dps because it did 20 seconds worth of damage in 11 seconds.
The high cycle time of the artillery allows it to have a higher damage output than its DPS calculation would make you think it has on fights that only last 2 or 3 shots (in fact, if the fight only lasts two shots the damage is twice what the DPS calculation says, if the fight lasts 3 shots it is 50% higher than the DPS calculation says) I would think this would be popular in large fleet activities, but I can't speak to it.
It has a place in the mind of any pvp player though.
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1048
|
Posted - 2016.12.05 14:35:42 -
[35] - Quote
Thought of the day: Ammo selection is simple in pvp. Choose the ammo you are most likely to have success with.
Shields naturally have 0 resist to EM damage. Armor naturally has 0 resist to explosive damage.
Most people use a single module to balance that lowest resist, and then use modules that affect all resists after that. Typically, that doesn't quite balance the lowest resist. As such, I recommend using ammo that does EM damage on shield tanks (Caldari and Minmatar) and explosive damage on armor tanks (Amarr and Galente).
Ammo like antimatter that do the two middle resists are well balanced against all opponents, but don't have the opportunity to exploit the natural weakness of the tank types when someone doesn't balance his resistances.
T2 and Faction Ammo:
Faction ammo performs like t1 ammo, but better. It is the same thing, just with more DPS. I always recommend.
T2 ammo (like modules) always has a drawback. There is always an attractive performance characteristic, but there is always an underperforming characteristic as well. As such, be careful. It can, and frequently does, result in a decrease of DPS for many users.
Example: T2 rage torps do fantastic damage. However the explosion radius is 650, which is HUGE. Only a shield tanked battleship with bad drawbacks would have any chance of filling that out. Against most targets, regular T1 torpedos will do substantially more damage.
The T2 equivalent of antimatter has a tracking drawback that will affect your DPS badly if you don't make up for it with maneuver.
T2 ammo is valuable and important, but be sure to take the time and read how it affects performance because some of them are downright hard to use well
Multiple ranges: I think it is a good idea to try to think through possible engagement types your ship could experience and pick contingency ammos. That is to say, your brawler may be designed to shoot republic fleet Fusion(explosive for armor)/EMP (EM for shields)for close range DPS, but it can still be worth throwing a couple thousands rounds of barrage in the hull.. just in case.
You never know when you will lose control of maneuver and that little extra DPS at range can push someone off who would otherwise have killed you.
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
2715
|
Posted - 2016.12.05 15:13:24 -
[36] - Quote
Mobadder Thworst wrote:Most people use a single module to balance that lowest resist, and then use modules that affect all resists after that. Typically, that doesn't quite balance the lowest resist. As such, I recommend using ammo that does EM damage on shield tanks (Caldari and Minmatar) and explosive damage on armor tanks (Amarr and Galente). Two minor additions to a great post:
First, don't underestimate thermal damage for shield tanks or kinetic for armor tanks. If your target is using an actual resist mod instead of a resist rig to fill their primary hole (EM/Explosive), then their secondary hole (Thermal/Kinetic) may be bigger.
Second, T2 resists on your target can throw all of this straight to hell. Using explosive damage against Sacrilege or EM damage against a Broadsword will not go over too well.
Relatively Notorious By Association
My Many Misadventures
I predicted FAUXs
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1048
|
Posted - 2016.12.05 16:36:13 -
[37] - Quote
Bronson Hughes wrote:Mobadder Thworst wrote:Most people use a single module to balance that lowest resist, and then use modules that affect all resists after that. Typically, that doesn't quite balance the lowest resist. As such, I recommend using ammo that does EM damage on shield tanks (Caldari and Minmatar) and explosive damage on armor tanks (Amarr and Galente). Two minor additions to a great post: First, don't underestimate thermal damage for shield tanks or kinetic for armor tanks. If your target is using an actual resist mod instead of a resist rig to fill their primary hole (EM/Explosive), then their secondary hole (Thermal/Kinetic) may be bigger. Second, T2 resists on your target can throw all of this straight to hell. Using explosive damage against Sacrilege or EM damage against a Broadsword will not go over too well.
+1 - excellent addition. |
Mobadder Thworst
The Eviction Mandate Eviction Imminent
1048
|
Posted - 2016.12.06 14:33:43 -
[38] - Quote
Thought of the Day-
Picking Fights
I'm asking that people come to Umokka and pick fights. Here are just a few suggestions that either work or should still work.
1) Spam duel offers - This is a generally unsuccessful way to get fights, but it's safer than some of the other techniques. Fly something either small (so people think they can beat it) or blingy (so they really want to beat it). It's hard to get interest this way.
2) Going Suspect - This used to be great when it was localized against just the corp you stole from. However, in the current state of Eve risk aversion, this is a viable way to get fights. Sadly, even good technique won't save you when the entire undock of a station decides to light you up. To do this, just go to the belts and steal from a wreck.
3) Mission Bombing - Use probes on-grid at a station to get the scan-tags of your targets. Then when they hop into a mission, you can scan them out rapidly by just scanning that tag (abc-123). Then, you can go into their mission and 1) steal stuff 2) shoot MTUs 3) bump them 4) ask them for payment for services rendered.
4) Local Theatre - Get a buddy and pick a fight with you in local chat. If one of you is playing a "bad guy" and the other plays the "good guy", people will often try to get involved to participate in the drama (save the little guy, tell-off the bad guy, etc...) This method can be a lot of fun.
5) Percieved slights - Talk in local and wait for someone to say something snide. Have an 1800's style meltdown and demand a duel. Threaten to declare war if your target doesn't fight.
In all of this, keep in mind that your opponent doesn't always want to fight, but is an opportunist. Given a chance to fight and win, most players will take the bait.
It's a good idea to fly something non-threatening and act like a moron in local chat. Feel free to misidentify ships (I'm flying a merlin class cruiser), confuse war decs (If you declared war on them, act like you think they attacked you. Accuse them of piracy and tell them they should be banned from the game).
A little chaos goes a long way and, if done tastefully, can inspire other people watching to want to play as well. Fights are more meaningful when there is a reason. Keep in mind, though, that abusive smack talk is as likely to make someone quit as it is to get a fight.
Keep it fun and interesting and your targets will come back for fights time and time again.
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1050
|
Posted - 2016.12.08 13:29:54 -
[39] - Quote
Thought of the day: T2 modules - I find a lot of young players don't understand T2 modules.
The performance of the primary characteristic of T2 modules typically reflect the performance of the best T1 module.
Example: T2 launchers typically shoot at the same rate as arbalest launchers. (They also allow T2 ammo...)
T2 components bring that performance at a much lower cost, but almost always have a "drawback".
The drawback is usually that they are more expensive to fit (more power grid or CPU).
In summary- T2 modules are better because they are cheaper and reflect a high average performance. |
David Xen MacElroy
Diamond Dogz. Primary.
0
|
Posted - 2016.12.09 02:50:08 -
[40] - Quote
we need more people like you dude!
would love to duel you if im in the area
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1061
|
Posted - 2016.12.09 06:31:53 -
[41] - Quote
Thought of the day: Timers are an important thing to understand. This used to be a fantastically complex topic. Now it is pretty simple, but still relevant.
Duel timers and log off timers are pretty self explanatory.
However, the piece you need to know is about the 1 minute timer that prevents you from redockng in a station or jumping through a gate after the use of any aggressive module.
That 1 minute timer is very important. Here are a few scenarios to illustrate:
1) You are flying along in a badger and you land on a gate next to a proteus who is a war target. He starts to lock you. You know he can melt your badger in a matter of seconds. If you hop through the gate, he will hop with you and easily catch you on the other side. What do you do to survive?
Answer 1) you try to warp to a station and dock. Of you could just orbit the gate and let him decide what he wants to do (dangerous if he has buddies). If he shoots you, you just jump through the gate and the 1 minute timer will prevent him from following. If he doesn't, you can just dock up when you get to station.
He cannot kill you unless you let him.
2) You see a guy out front of station baiting for fights. You get a friend in a tanky bait ship to engage him. As soon as he shoots, he is locked outside for 1 minute. Once your buddy sees him red-box, undock your biggest baddest DPS platform and melt him down... because he can't dock.
3) You are maneuvering your small fleet against a small enemy fleet. You know they're coming for you, so you push one ship to their side of a gate before they get there, and have him orbit the gate at 500. The rest of your party stays on the other side of the gate.
When the enemy fleet lands next to your one forward ship, he keeps orbiting the gate until he has several red-boxed on himself. Then, he jumps through the gate. If the fleet is unwise, they will attempt to follow and allow themselves to get split in the face of your fleet (the ones who shot will be stuck on the other side of the gate, the ones who jump will get to face your fleet without backup)... which won't end well if you have it together.
4) You are traveling through lowsec and a small ship tries to engage you on a gate. You realize that the gate guns will immediately start lighting him up and that he cannot jump through the gate because of the 1 minute timer. You can just warp scramble him and try to maneuver to not take damage while the gate guns break him.
5) If it's a small gate camp that catches you, you can try to burn back to gate. If you make it, only the ones that didn't shoot can follow. Most gate camps don't have a lot of tackles. If the tackles can't follow, maybe the DPS boats can't catch you. If the DPS can't follow and the tackle can... it's probably small and you might be able to ball it (especially with gate gun help) and keep moving. Understanding how to use timers to split gangs is important.
Even if you just land on a camp, if can be valuable to wait until some part engages before you jump... at least you won't have to fight that one ship. |
Noragen Neirfallas
Rabble Inc. Legio De Mortem
3356
|
Posted - 2016.12.09 06:43:00 -
[42] - Quote
Timers get extreamly complicated in highsec with Logi
Member and Judge of the Court of Crime and Punishment
Confirming that we all play in Noragen's eve. - BeBopAReBop RhubarbPie
ISD Max Trix favourite ISD
'"****station games" - Sun Tzu' - Ralph King-Griffin
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1061
|
Posted - 2016.12.09 13:15:09 -
[43] - Quote
Noragen Neirfallas wrote:Timers get extreamly complicated in highsec with Logi
How so? It's just a suspect timer now as far as I can tell. Am I missing something?
It has been a long time since I used any. |
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
2750
|
Posted - 2016.12.09 14:51:47 -
[44] - Quote
Mobadder Thworst wrote:Noragen Neirfallas wrote:Timers get extreamly complicated in highsec with Logi How so? It's just a suspect timer now as far as I can tell. Am I missing something? It has been a long time since I used any. If you offer any targeted remote assistance (remote reps, ReSeBo, etc.) to a ship with a Limited Engagement (LE), you will go suspect. Note that this only applies in Empire space as LEs don't exist in nullsec or wormholes.
However, there is a catch: if the LE starts mid-cycle, you don't go suspect unless you allow the modules to cycle again. If you set your safety to green, the safety system will prevent the modules from re-cycling and flagging you suspect. This is particularly useful for camps where you have a support ship ReSeBo-ing the crap out of tackle*: the tackle gets flagged (either suspect, criminal, or just an LE depending on the situation) but the support ship doesn't.
Things I haven't brushed up on since coming back:
If you remote assist someone involved in a war that you are not a part of, you go suspect regardless of LEs. (I'm 99% this is still true as it would have been a "big deal" to have changed it.)
Even if you and a friend both have an LE against the same player, you will go suspect if you remote assist your friend. (This is a really nuanced edge case and I haven't tested it ever, but it makes sense to work this way.)
*Or ships with massive alpha, because why tackle something that's dead, amirite?
Relatively Notorious By Association
My Many Misadventures
I predicted FAUXs
|
Noragen Neirfallas
Rabble Inc. Legio De Mortem
3366
|
Posted - 2016.12.10 00:15:22 -
[45] - Quote
To go further you do not gain a Suspect time when providing remote assistance to somebody who has ALL the EXACT same LE's as you. The easiest way to do this is to actively agress the same targets with your remote assistance ship that the target of your assistance is also actively engaging/engaged by
Example Pilot A and B agresses Pilot C who is suspect baiting on the Rens undock Pilot C loses his suspect timer and decides to go balls deep and takes them 2v1 Pilot A and B engage Pilot C Pilot B begins to provide remote assistance to Pilot A and vice versa because they are RR domi's Nobody is suspect so long as this continues
Where this begins to get really tricky is wardecs I don't have the time or inclination to share how to abuse this mechanic for wardecs but lets just say its arguably the most complex mechanic I've encountered in eve although the above example gets quite difficult to pull off with multiple pilots on both sides and most people just go suspect because it's too hard to avoid
Member and Judge of the Court of Crime and Punishment
Confirming that we all play in Noragen's eve. - BeBopAReBop RhubarbPie
ISD Max Trix favourite ISD
'"****station games" - Sun Tzu' - Ralph King-Griffin
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1064
|
Posted - 2016.12.10 04:45:03 -
[46] - Quote
Noragen Neirfallas wrote:To go further you do not gain a Suspect time when providing remote assistance to somebody who has ALL the EXACT same LE's as you. The easiest way to do this is to actively agress the same targets with your remote assistance ship that the target of your assistance is also actively engaging/engaged by
Example Pilot A and B agresses Pilot C who is suspect baiting on the Rens undock Pilot C loses his suspect timer and decides to go balls deep and takes them 2v1 Pilot A and B engage Pilot C Pilot B begins to provide remote assistance to Pilot A and vice versa because they are RR domi's Nobody is suspect so long as this continues
Where this begins to get really tricky is wardecs I don't have the time or inclination to share how to abuse this mechanic for wardecs but lets just say its arguably the most complex mechanic I've encountered in eve although the above example gets quite difficult to pull off with multiple pilots on both sides and most people just go suspect because it's too hard to avoid
I learned something. The mechanic seems pretty limited, but I wasn't aware you could do that.
Thanks Mo |
Noragen Neirfallas
Rabble Inc. Legio De Mortem
3370
|
Posted - 2016.12.10 06:44:08 -
[47] - Quote
Mobadder Thworst wrote:Noragen Neirfallas wrote:To go further you do not gain a Suspect time when providing remote assistance to somebody who has ALL the EXACT same LE's as you. The easiest way to do this is to actively agress the same targets with your remote assistance ship that the target of your assistance is also actively engaging/engaged by
Example Pilot A and B agresses Pilot C who is suspect baiting on the Rens undock Pilot C loses his suspect timer and decides to go balls deep and takes them 2v1 Pilot A and B engage Pilot C Pilot B begins to provide remote assistance to Pilot A and vice versa because they are RR domi's Nobody is suspect so long as this continues
Where this begins to get really tricky is wardecs I don't have the time or inclination to share how to abuse this mechanic for wardecs but lets just say its arguably the most complex mechanic I've encountered in eve although the above example gets quite difficult to pull off with multiple pilots on both sides and most people just go suspect because it's too hard to avoid I learned something. The mechanic seems pretty limited, but I wasn't aware you could do that. Thanks Mo Subject to change without notice or patch notes as with all things involving wardec and suspect baiting :shakes fist at CCP:
Member and Judge of the Court of Crime and Punishment
Confirming that we all play in Noragen's eve. - BeBopAReBop RhubarbPie
ISD Max Trix favourite ISD
'"****station games" - Sun Tzu' - Ralph King-Griffin
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1066
|
Posted - 2016.12.10 18:01:59 -
[48] - Quote
Though of the day: Tank, guns, neuts, prop mods, etc are the meat and potatoes of pvp. They are also power grid hogs.
If you are doing large fleet activities, you are probably not in a position to benefit from this, but in small scale fighting where a small advantage can be critical, power grid can be worth thinking about.
Power grid implants are a relatively cheap way to get a bigger tank. They are much cheaper than any of the named sets... and work with any ship you fly. If you are doing frigate pvp they deserve consideration.
Also, there are a few ships in the game where you can make a power grid tradeoff and get ahead. The vexor is one of those ships. Because so much of the vexor's DPS comes from drones, you can fit it with frigate guns and still get over 400dps (my standard for cruisers). After that, you have loads of tank for power grid... and can fit 2 1600mm plates if you have power grid implants with a balanced build. That much tank makes it a surprise on the battlefield.
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Mobadder Thworst
The Eviction Mandate Eviction Imminent
1078
|
Posted - 2016.12.11 16:29:48 -
[49] - Quote
Thought of the day:
Ok, so this thread is working even if the volume of students isn't as great as I had hoped.
Yesterday, I nearly lost a Merlin (escaped in structure after slipping a scrambler) and today I fought a mid range punisher that was really quite well flown. Both pilots flew well enough to beat most of the opponents I've beaten and both were novices.
I was impressed.
Now, after learning how to maneuver and getting an understanding of what to do against a beatable opponent, chapter 2 is learning emergent pvp.
To learn this, make a bunch of ships of multiple tiers (frog to battleship) that each have a purpose (a scenario where they are effective). Then start picking fights, declaring war, and fighting in engagements where you don't know what the opponent will do.
For the corp wanting to conduct training, first teach maneuver. Then when you do duels, do them on station or on a gate and have no rules (make it ok to dock and swap ships). This is how real fights progress... this forces contenders to face when the can't close a kill, look too strong, or have another issue that prevents actually winning.
Once you know how how to win and you understand maneuver, then you have to learn the emergent side of the game. Go steal out of cans, duel spam, and war dec your way to glory. |
Mobadder Thworst
The Eviction Mandate Eviction Imminent
1084
|
Posted - 2016.12.13 02:33:19 -
[50] - Quote
Thought of the day: The disadvantage of ECM is that it prevents you from getting kills.
Now, when I was a noob I thought it was surely wonderful. I still hear a lot more about it than it deserves, though I do always keep an ECM boat around. It is a good tool for dealing with logi and a few other scenarios. It can be a safe boat to fly against a limited number of aggressors.
The problem with ECM is that it forces deagression, and ends (or encourages the ending) of the 1 minute gate/station timer. If you don't have absolutely sick DPS, you need all the time you can get to close the kill. ECM , while powerful, typically causes enemies to deagress and stop re-upping that timer... thereby helping them to get away.
If you are going for kills on gates or stations, use sparingly. |
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
2760
|
Posted - 2016.12.13 13:26:09 -
[51] - Quote
Random story: this weekend I was in a FW zone in a Crucifier (kitey MWD turret disruptor fit). I landed on a novice 'plex gate and D-Scan showed a Kestrel in the 'plex. I accidentally hit "activate gate" instead of "orbit" (I was waiting for reinforcements) and my immediate thought was "Well, I'm humped."
I land, the Kestrel is about 5k off of me, and I overheat my MWD and immediately burn away from him. My MWD is only active for a second before I get scrammed but it was enough. I manage to drift out of scram range for just a moment and immediately started spamming warp.
I got out with 3% structure and said a quick thank you prayer to RNGesus.
Moral of the story: Overheat! If that kestrel had overheated his scram, or if I hadn't overheated my MWD, I almost certainly wouldn't have gotten away.
Relatively Notorious By Association
My Many Misadventures
I predicted FAUXs
|
Mobadder Thworst
Perkone Caldari State
1107
|
Posted - 2016.12.19 13:49:37 -
[52] - Quote
Thought of the day: I could use some help on this one. Had intended to try this out, but too busy. It is a new idea I haven't tried.
Was trying to come up with an optimum engagement tactic for a missile boat against a gun boat.
I came up with the idea of jettisoning a can and orbiting it.
I haven't checked the angulars in this tactic, but the idea is that the gun boat would have trouble maneuvering to reduce angular and will have more restrictive range issues. If he tried to run away and draw out the angular, he would just run out of range.
Because the missile boat would be nearly stationary except with a tight orbit, I would think that would be about as slow as you could inspire your target to go.
I know orbit cans are a good way to prevent big guns from hitting you, but I hadn't really thought about it as a way to make a missile boat static but with damage reducing angular.
Can someone check the angulars and see if this is a viable tactic? Mo |
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
2775
|
Posted - 2016.12.19 14:02:24 -
[53] - Quote
I have used a similar tactic with sentry boats. Land, deploy sentries, and orbit one of them. It keeps me in roughly the same place and able to quickly scoop my drones, but it also keeps me moving so it's harder to apply damage to me.
I looked at the math behind this years ago but I can't be arsed to dig it up. Basically, it works, but I don't have qualitative figures to back me up, just experience.
Relatively Notorious By Association
My Many Misadventures
I predicted FAUXs
|
Mobadder Thworst
Chelyabinsk
1156
|
Posted - 2016.12.29 14:05:29 -
[54] - Quote
Thought of the day: If you want fights, look weak. Don't bait with 10 corp mates on station in a vindicator. Nobody wants to fight that.
You have to excite that opportunist spirit in your target, and that may mean baiting in a hauler or t1 frigate.
By flying weak, you will sometimes come up against odds you can't beat, but your skill at maneuver will grow substantially if you have a good foundation (lessons discusssd here). When you re-enter a fleet with nice equipment, your knowledge and confidence will be excellent.
Getting used to compensating for your weaknesses in an engagement with maneuver is (in my opinion) fundamentally more powerful than covering for them with SP or faction components and fleet mates.
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
2787
|
Posted - 2016.12.29 14:22:00 -
[55] - Quote
Can I add one of my own?
Never underestimate T1 EWar ships. Many of them have EWar bonuses (particularly, range bonuses) that their T2 counterparts lack.
Want to build the ultimate damp sniper? Stick with a Celestis.
Need an ECM platform with 100km of optimal? Hop in that Scorpion.
Dying to muck up someone's tracking at ranges that would make a Naga jealous? Better get a Cruicifier.
T1 EWar: Range Tank Edition.
Relatively Notorious By Association
My Many Misadventures
I predicted FAUXs
|
Mobadder Thworst
Chelyabinsk
1161
|
Posted - 2016.12.30 15:46:07 -
[56] - Quote
Low Sec Roams- I've never been a huge fan of low sec roams, but this is how many players experience PvP on first try, so it bears discussing.
In low sec, you have to understand that if you aggress a target who is not either a criminal or war target, you will become a criminal.
When you do that, you will lose sec status and, if you do it near a gate or station, the gate/station guns will attack you. Also, everyone else in low sec who is restricted by threat of gate/station guns can now shoot you freely.
If you go into lowsec and land on gate next to a frigate, that frigate won't shoot you or the gate guns will turn him into confetti.
It's like blood in the water of a shark tank when a ship starts flashing red or yellow.
Because new corps often try to do lowsec in small ships and without much information, they can very easily get themselves spanked by a single ship with tank if they aggress with a bunch of frigates on a gate and get themselves criminal flagged (gate gun smokes them while the single ship tried to catch all the killmails).
Gate/station guns will end a frigate very quickly
If you are doing this, it is important to control your engagements such that the other guy engages first on gate or station, that will keep the gate/station guns off you (unless you are big enough to tank it).
I've lived in lowsec before, but I don't play an alt and for me, getting that sec status hit for kills would have limited me from the markets...which were always too many hops away. Also, I felt like the engagement mechanics in low were messier than high or null, and difficult to get clean engagements in the ships I like to fly.
I am in the militia right now and blobs are tough to dodge, but the content is MUCH better than it used to be. It is still very difficult to control/plan engagements in the militia environment. |
Mobadder Thworst
Chelyabinsk
1162
|
Posted - 2016.12.30 16:45:01 -
[57] - Quote
Bronson Hughes wrote:Can I add one of my own?
Never underestimate T1 EWar ships. Many of them have EWar bonuses (particularly, range bonuses) that their T2 counterparts lack.
Want to build the ultimate damp sniper? Stick with a Celestis.
Need an ECM platform with 100km of optimal? Hop in that Scorpion.
Dying to muck up someone's tracking at ranges that would make a Naga jealous? Better get a Cruicifier.
T1 EWar: Range Tank Edition.
This is a valid tactic. I used to fly a scorpion solo sometimes in wars when I didn't expect a full blob because I knew I could easily disengage just about anyone.
I eventually lost it in low to a large number of frigates (many of whom I managed to jam) in an ill conceived fight in low sec somewhere.
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Mobadder Thworst
Perkone Caldari State
1195
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Posted - 2017.01.20 14:47:28 -
[58] - Quote
Thought of January - Highsec conflict is so dead that I can't even give away training. Even once someone is trained, there isn't much to do with it because fights are rare.
I'm saddened by this.
We need canflipping back. It was the basis of meaningful content in highsec.
Without conflict (and I don't mean blind wardecs against dozens of alliances), there is no space opera.
I need more space opera.
Mo |
Mobadder Thworst
Legion of the Wicked Way Home Defense Union
1207
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Posted - 2017.01.27 17:54:23 -
[59] - Quote
Service cancelled due to lack of interest. I will stop monitoring "numbnuts pub" next time I log in.
I'll be learning to pve in null if anyone needs me. I still have a clone in Umokka area, and am happy to work with anyone.
If you want to learn, email or chat me. |
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