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Irish Whiskey
Caldari The Black Fleet The Black Alliance
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Posted - 2008.07.20 15:03:00 -
[1]
Nano lameness ruins the game for me. So here are some of the ships I fly when I know there are nano gangs coming up. (almost always ) They arent guaranteed to kill the nano if the pilot is smart, but they WILL bug out.
I always carry Antimatter for drones that get close, Thorium for the 24km optimal, and Lead/Tungsten for sniping types.
The 200mm rails will hit cruiser sized targets up to 800-900m/s transversal and ive seen them hitting at 3800m/s transversal if they have MWD on. Still tough to track intys. This is with tracking at .057
Make sure you keep a close eye on distance of your target, if they start bugging out turn your guns off to save cap and ammo, call the drones back so they dont get popped. Try not to change ammo types often, you will lose valuable engagement time.
[Brutix variant 1]
7x200mm Railgun II
Warp Disruptor II Fleeting Web 2x Tracking Computer II (Tracking Speed)
Magstab II MAR II 2x EANM II DC II
[Brutix variant II]
Same as above changed like this: remove 1 railgun, the magstab and the MAR. Add 1600mm RT plate and reactor control II. Less DPS but sticks around a lot longer. They still run.
When running battleship version I use Antimatter, Uranium and Iridium. Dual 250mm get very picky when the nano's MWD is off, so I try to get them to keep it on by making sure my drones are after them. Problem is, they stay out of neut range so it takes a while for the drones to do their thing. Watch out for the bumping because there will be a BS coming around soon. Cap lasts long long time when the neuts and injector are off.
[Megathron]
6xDual 250mm Railgun II 2xHeavy unstable neut
Heavy electrochem injector w/ 400 boosters Faint Warp Prohibitor 2x Tracking Computer II
2x Magstab II 2x 1600 RT armor plates 2x EANM II DC II
3x hybrid metastasis adjuster
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z0de
Gallente The Bastards
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Posted - 2008.07.20 15:09:00 -
[2]
yarr fighting back!
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Mar vel
Caldari State Protectorate
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Posted - 2008.07.20 15:51:00 -
[3]
I like this - good post.
You're making a lot of assumptions that are unwritten in the OP - single or small gang skirmish, etc. Fundementally, I agree - nano ships are disappointing in terms of their style of combat, which is very passive-aggressive. Effective, though - no arguing that point - so they're here to stay. Personally, I don't mind HAC that are nano'd - Ishtar and Vaga come to mind readily. Nano BS's, however should not be encouraged. The thought that a ship with the offensive power of a BS can be made to go several thousand meters per second is, well, unrealistic.
Reality: Any gang-mismatch involving numbers mismatch OR ship class mismatch is going to result in being overpowered quickly and....death. That's true whether your Brutix is facing 10 inties or 5 inties and 5 hacs - the BC is going to die quickly anyhow. 2 or 3 nano ships - possibly live to escape, but pretty unlikely if the nano pilots know what they're doing.
Solo survivability is nil in most gang engagement encounters - that's by design. CCP made up iuts mind a long, long time ago to encourage team-based play over indivdual play, which is why a gang of 20 Ibis's with civilian weaponry can take out an unprepared target like a BS. Gangs sell subscriptions and encourage renewals: individual play doesn't. That's why skill points has very little to do with combat effectiveness any longer. A shame, really.
Good post though.
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P'uck
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Posted - 2008.07.20 16:00:00 -
[4]
Originally by: Mar vel That's why skill points has very little to do with combat effectiveness any longer. A shame, really.
Isn't that supposed to be a good thing?
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Mozohl
Amarr Mausoleum Business Services
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Posted - 2008.07.20 16:06:00 -
[5]
Yeah Nano ruined the game for me too, I figured ways to make them run away just like you did, but making people run away isnt exactly the point of the game.
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Furb Killer
Gallente USC Militia
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Posted - 2008.07.20 18:53:00 -
[6]
Cane with barrage can also make most nanoships run and does far more damage on close range. Havent tried harb yet vs nanos (w00t 2 days till t2 med pulses, than me buying harb), but i am pretty sure with t2 ammo it also handle most nano ships. Chasing them away is hard, but possible. The problem is actually killing them.
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Merin Ryskin
Peregrine Industries
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Posted - 2008.07.20 18:58:00 -
[7]
Edited by: Merin Ryskin on 20/07/2008 18:59:30 Setups lack MWD, and therefore are not PvP setups, and I am forced to assume you are posting mission setups. However, mission NPCs do not use proper nano setups, and can be killed just fine by any halfway-decently fit ship. Additionally, NPCs have infinite cap, making your neut idea rather useless. Finally, why do you have a warp disruptor? Do mission NPCs now warp out if you don't scramble them?
I'm really confused as to what your point is here. Could you explain in a bit more detail?
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Altterra
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Posted - 2008.07.20 19:45:00 -
[8]
Originally by: Merin Ryskin Edited by: Merin Ryskin on 20/07/2008 18:59:30 Blah blah i'm a troll!
Seriously, if you have nothing to say, STFU!
It's true that nanos are hard to take down, but keep thinking outside the box and hopefully you'll hit gold... or die in a ball of flames. Hooray for Eve!
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Rennion
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Posted - 2008.07.20 19:49:00 -
[9]
Originally by: Irish Whiskey They arent guaranteed to kill the nano
They should all explode as soon as you enter the grid amirite?
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Menerai Entaro
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Posted - 2008.07.20 19:59:00 -
[10]
Those setups may not have MWD but they are still effective against fast movers. Perhaps they should be called high/low sec anti nano counters since in high/low sec MWD is not as essential. (No bubbles!)
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Furb Killer
Gallente USC Militia
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Posted - 2008.07.20 20:36:00 -
[11]
Allthough i disagree with those who per definition wont look at setups when it doesnt have a mwd, i also wouldnt say that in low sec a mwd is much less important. When you arrive at 0.0 bubble with nanos, your brutix will never be outside the bubble before a nano got a warpjammer on you.
And in low sec you dont have to worry about nano's at gates unless you are in militia or you have a wardec going on. Sentries will chase them away.
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Derek Sigres
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Posted - 2008.07.20 20:41:00 -
[12]
Originally by: Furb Killer Allthough i disagree with those who per definition wont look at setups when it doesnt have a mwd, i also wouldnt say that in low sec a mwd is much less important. When you arrive at 0.0 bubble with nanos, your brutix will never be outside the bubble before a nano got a warpjammer on you.
And in low sec you dont have to worry about nano's at gates unless you are in militia or you have a wardec going on. Sentries will chase them away.
With these setups an MWD might help matters. While the guns should track fairly well, I suspect you'll still run into targeting problems against the faster nano's. MWD's let you further increase your ability to at least connect with targets.
Of course, I do not fall into the camp that states "MWD is a 100% necessary module", but if you're not going to bring one you had better have excellent and flexible range because you certainly won't be dictating anything.
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Ruciza
Minmatar The Feminists
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Posted - 2008.07.20 21:56:00 -
[13]
Bubbles are overrated.
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Merin Ryskin
Peregrine Industries
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Posted - 2008.07.21 00:21:00 -
[14]
Re: those of you who think a MWD is optional.
Not only is the MWD mandatory for all of the usual reasons, but for hunting nanos it's even MORE important. Here's a hint: learn to fly manually. With the MWD, you can drop transversal considerably as long as the nano ship in question isn't a Rapier or Huginn. And guess what that means: dead nano ship.
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Irish Whiskey
Caldari The Black Fleet The Black Alliance
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Posted - 2008.07.21 01:05:00 -
[15]
Originally by: Merin Ryskin Re: those of you who think a MWD is optional.
Not only is the MWD mandatory for all of the usual reasons, but for hunting nanos it's even MORE important. Here's a hint: learn to fly manually. With the MWD, you can drop transversal considerably as long as the nano ship in question isn't a Rapier or Huginn. And guess what that means: dead nano ship.
Here's a hint: MWD is NOT mandatory. Read the topic of the thread: observations and tactics this is what I see and what I do. I dont care about you.
For those of you who decided to come here and pointlessly troll, these setups are for simply preventing a nano ship from sticking around long enough to harass your operations.
MWD is not necessary because I am not chasing them, I am not attempting to close range on ANYONE. I am preventing them from flying circles around me by applying DPS to them. The point of not having the MWD does quite a number of things: more cap more slots to use more grid to use
All of you who can see what I am doing with these setups, good on you!
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Irish Whiskey
Caldari The Black Fleet The Black Alliance
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Posted - 2008.07.21 01:09:00 -
[16]
Originally by: Rennion They should all explode as soon as you enter the grid amirite?
Go away.
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Derek Sigres
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Posted - 2008.07.21 01:13:00 -
[17]
Originally by: Irish Whiskey
Originally by: Merin Ryskin Re: those of you who think a MWD is optional.
Not only is the MWD mandatory for all of the usual reasons, but for hunting nanos it's even MORE important. Here's a hint: learn to fly manually. With the MWD, you can drop transversal considerably as long as the nano ship in question isn't a Rapier or Huginn. And guess what that means: dead nano ship.
Here's a hint: MWD is NOT mandatory. Read the topic of the thread: observations and tactics this is what I see and what I do. I dont care about you.
For those of you who decided to come here and pointlessly troll, these setups are for simply preventing a nano ship from sticking around long enough to harass your operations.
MWD is not necessary because I am not chasing them, I am not attempting to close range on ANYONE. I am preventing them from flying circles around me by applying DPS to them. The point of not having the MWD does quite a number of things: more cap more slots to use more grid to use
All of you who can see what I am doing with these setups, good on you!
Given you're in a gunboat, inclusion of MWD offers ability to cut down the angular velocity you face - not a small request really. Often this can be the difference between "not quite enough tracking" and "more than enough tracking". I'm not stating you need a MWD, but to opt to not use one means you give control of the battlespace to your opponent. This is not as suicidal as some are tempted to believe however, so long as you are able to fight effectively at close and long range.
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Irish Whiskey
Caldari The Black Fleet The Black Alliance
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Posted - 2008.07.21 01:24:00 -
[18]
Originally by: Derek Sigres Given you're in a gunboat, inclusion of MWD offers ability to cut down the angular velocity you face - not a small request really. Often this can be the difference between "not quite enough tracking" and "more than enough tracking". I'm not stating you need a MWD, but to opt to not use one means you give control of the battlespace to your opponent. This is not as suicidal as some are tempted to believe however, so long as you are able to fight effectively at close and long range.
I can see your point, and this is why I am using 200mm instead of 250mm and 2 tracking computers. I have not yet run into a problem where I cannot track a nano, especially not enough to warrant dropping my setup to fit MWD. There are times that I miss, but I am still effectively putting DPS into my target.
Let me try a new approach:
These fits I designed to be able to fight off a single vagabond, ishtar, rapier, or any other commonly nano fit ships. All I care about is being able to either kill them if they stay in scram range or force them to bug out, which allows me to bug out.
The only suggestion anyone could have come up with is since I dont care about killing them, I dont need the scram and therefore is another midslot I can utilize.
For the record, Id rather fit an injector over a MWD.
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Derek Sigres
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Posted - 2008.07.21 01:29:00 -
[19]
Originally by: Irish Whiskey
Originally by: Derek Sigres Given you're in a gunboat, inclusion of MWD offers ability to cut down the angular velocity you face - not a small request really. Often this can be the difference between "not quite enough tracking" and "more than enough tracking". I'm not stating you need a MWD, but to opt to not use one means you give control of the battlespace to your opponent. This is not as suicidal as some are tempted to believe however, so long as you are able to fight effectively at close and long range.
I can see your point, and this is why I am using 200mm instead of 250mm and 2 tracking computers. I have not yet run into a problem where I cannot track a nano, especially not enough to warrant dropping my setup to fit MWD. There are times that I miss, but I am still effectively putting DPS into my target.
Let me try a new approach:
These fits I designed to be able to fight off a single vagabond, ishtar, rapier, or any other commonly nano fit ships. All I care about is being able to either kill them if they stay in scram range or force them to bug out, which allows me to bug out.
The only suggestion anyone could have come up with is since I dont care about killing them, I dont need the scram and therefore is another midslot I can utilize.
For the record, Id rather fit an injector over a MWD.
While driving a nano from the field is an accomplishment of sorts, removing the potential to kill them at all begs the question of why bother in the first place? A group of ships like this can annihilate vanilla Nano Ships in short order so it only makes sense to have have the disruptor. I understand the lack of MWD in the design because it's not really necissary for the role meaning it's only useful for burning through bubbles - an iffy proposition in a battleship to begin with. The lack of a point though is an idea I'm not really liking.
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Merin Ryskin
Peregrine Industries
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Posted - 2008.07.21 02:09:00 -
[20]
Since you don't want to fly a proper gunboat setup, here's a much better way to get rid of nano ships:
[Blackbird, New Setup 1] 'Hypnos' Signal Distortion Amplifier I 'Hypnos' Signal Distortion Amplifier I
10MN MicroWarpdrive II 'Hypnos' Multispectral ECM I 'Hypnos' Multispectral ECM I 'Hypnos' Multispectral ECM I 'Hypnos' Multispectral ECM I 'Hypnos' Multispectral ECM I
Assault Missile Launcher II, Bloodclaw Precision Light Missile Assault Missile Launcher II, Bloodclaw Precision Light Missile Assault Missile Launcher II, Bloodclaw Precision Light Missile 425mm AutoCannon II, Republic Fleet EMP M
[empty rig slot] [empty rig slot] [empty rig slot]
Upgrade to a Falcon if you have the skills.
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Ignatious Mei
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Posted - 2008.07.21 02:19:00 -
[21]
I have always found that a neut domi handles nano's nicely. Unless they have a faction disruptor fit they can NOT remain with in scram range. I have killed my fair share of them as well because they go into that standard 20k orbit. Hit them with the neuts, scram, web, dead. It's really quite effective. One other thing though. The whole argument about "countering" nano's is really total crap. Nano's are EASY to counter, but they are hard to kill. There is a BIG difference between the two and I think the difference is very important to point out.
Lets say for a second that you have a gun and decide to shoot me in the chest. I am wearing a kevlar vest. My vest stops your bullet, IE it countered it. It didn't NOT counter it because it didn't reflect the bullet back at you and kill you instead. It countered it perfectly. That is the basis of the anti nano arguements. To counter something means to render it ineffective. There are tons of ways to do that with nano ships.
The reason I think this is important is because eve is not balanced around every ship in the game being able to kill every other ship in the game. Just because a BC cant kill a BS doesn't mean the BS is overpowered. A BC can use its better mobility to get away from a BS, IE it can counter it. Just because the BC cant kill the BS does that mean the BS is overpowered. Of course not.
Sorry, got a little side tracked there. BS's are really the best anti nano ships as they are the only ones capable of fitting a 25k neut. Pack one or two of those bad boys and nano's will flee from you in terror. By the way, this is coming from someoine that spends about 75 percent of him time in a nano ishtar.
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Derek Sigres
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Posted - 2008.07.21 02:27:00 -
[22]
Originally by: Ignatious Mei I have always found that a neut domi handles nano's nicely. Unless they have a faction disruptor fit they can NOT remain with in scram range. I have killed my fair share of them as well because they go into that standard 20k orbit. Hit them with the neuts, scram, web, dead. It's really quite effective. One other thing though. The whole argument about "countering" nano's is really total crap. Nano's are EASY to counter, but they are hard to kill. There is a BIG difference between the two and I think the difference is very important to point out.
Lets say for a second that you have a gun and decide to shoot me in the chest. I am wearing a kevlar vest. My vest stops your bullet, IE it countered it. It didn't NOT counter it because it didn't reflect the bullet back at you and kill you instead. It countered it perfectly. That is the basis of the anti nano arguements. To counter something means to render it ineffective. There are tons of ways to do that with nano ships.
The reason I think this is important is because eve is not balanced around every ship in the game being able to kill every other ship in the game. Just because a BC cant kill a BS doesn't mean the BS is overpowered. A BC can use its better mobility to get away from a BS, IE it can counter it. Just because the BC cant kill the BS does that mean the BS is overpowered. Of course not.
Sorry, got a little side tracked there. BS's are really the best anti nano ships as they are the only ones capable of fitting a 25k neut. Pack one or two of those bad boys and nano's will flee from you in terror. By the way, this is coming from someoine that spends about 75 percent of him time in a nano ishtar.
As I grew better at the game I began to realize that nano isn't imparting the invulnerability it seemed to when I would desperately try to sling missiles at them. Precision lights from my Cerb do the trick nicely. Battleships, especially turret using battleships have a whole host of options available to them. Mega's, Domis and really any Amarrian ship are perfect for driving off nano ships as they all have the ability to fit many (if not all) of the modules needed to drive off a nano boat.
The neut however is and will likely remain the safest bet for stopping a nano. Webs are often talked about but it's quite difficult to properly use one to snag a much faster ship - neuts work beyond disruptor range meaning once you nuke their cap and their MWD clicks off the nano ship is either going to warp or die.
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Ignatious Mei
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Posted - 2008.07.21 02:37:00 -
[23]
Originally by: Derek Sigres
Originally by: Ignatious Mei I have always found that a neut domi handles nano's nicely. Unless they have a faction disruptor fit they can NOT remain with in scram range. I have killed my fair share of them as well because they go into that standard 20k orbit. Hit them with the neuts, scram, web, dead. It's really quite effective. One other thing though. The whole argument about "countering" nano's is really total crap. Nano's are EASY to counter, but they are hard to kill. There is a BIG difference between the two and I think the difference is very important to point out.
Lets say for a second that you have a gun and decide to shoot me in the chest. I am wearing a kevlar vest. My vest stops your bullet, IE it countered it. It didn't NOT counter it because it didn't reflect the bullet back at you and kill you instead. It countered it perfectly. That is the basis of the anti nano arguements. To counter something means to render it ineffective. There are tons of ways to do that with nano ships.
The reason I think this is important is because eve is not balanced around every ship in the game being able to kill every other ship in the game. Just because a BC cant kill a BS doesn't mean the BS is overpowered. A BC can use its better mobility to get away from a BS, IE it can counter it. Just because the BC cant kill the BS does that mean the BS is overpowered. Of course not.
Sorry, got a little side tracked there. BS's are really the best anti nano ships as they are the only ones capable of fitting a 25k neut. Pack one or two of those bad boys and nano's will flee from you in terror. By the way, this is coming from someoine that spends about 75 percent of him time in a nano ishtar.
As I grew better at the game I began to realize that nano isn't imparting the invulnerability it seemed to when I would desperately try to sling missiles at them. Precision lights from my Cerb do the trick nicely. Battleships, especially turret using battleships have a whole host of options available to them. Mega's, Domis and really any Amarrian ship are perfect for driving off nano ships as they all have the ability to fit many (if not all) of the modules needed to drive off a nano boat.
The neut however is and will likely remain the safest bet for stopping a nano. Webs are often talked about but it's quite difficult to properly use one to snag a much faster ship - neuts work beyond disruptor range meaning once you nuke their cap and their MWD clicks off the nano ship is either going to warp or die.
While I understand that not every ship has this option, when it comes to a neut domi often times the nano warping off isnt a option :) My domi packs 3 heavy neuts. I hit them with 2 from the start, then wait a few seconds and hit them with the third. As soon as I hit them with the first 2 I am already MWDing toward them and the point is on. If you know how to time your neuts you can get within web range pretty easy. It also helps that a lot of nano pilots fit a cap battery instead of a cap booster. If they fit the battery they are TOTALLY screwed. If they fit a injector it is a bit more difficult but still quite doable with a neut domi.
All in all I have to say that a neut domi is the ultimate anti nano ship. It will drive them off pretty much all the time and a good portion of the time it will kill them. I actually keep track of my nano kills just for kicks. I have 7 vagas, 4 ishtars, 4 rapiers, 3 huggins, 4, zealots and 5 sacs. Damn I love the domi.
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Gimpb
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Posted - 2008.07.21 03:27:00 -
[24]
Honestly, the way to kill nanos is bubbles and rapiers/huggins. Other things can work, but that's the reliable and efficient way to make expensive explosions.
Obviously if they're very careful this won't be very effective but that's the same with anyone. They can chose to not engage, play it safe, etc but nano pilots are very often ****y and often don't take the same precautions those flying other ships do.
Not much for low sec though. :(
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Saietor Blackgreen
The First Foundation Circle-Of-Two
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Posted - 2008.07.21 08:46:00 -
[25]
Edited by: Saietor Blackgreen on 21/07/2008 08:46:58 Some more observation on the topic. A tactic that I've experienced to be more successful against nano-gangs in 0.0 than any.
The goal is to create a sphere of DPS able to hit the nano-cruisers, as well as EWar (cap warfare, ECM, webs).
1) Tight formation, preferrably close to the gate or POS shield (similar to defending agains wolfpack). This limits maneurability of nano-ships and doesnt allow them to pick sole targets. DONT FLY AWAY FROM YOUR GANG - thats the main rule.
2) Definitely EW ships help a lot. Particularly, Scorpion is quite effective - it is beefy enough to tank drones for significant time, can provide DPS on webbed targets and fit heavy neut.
3) Rapiers and Huginns FTW OFC, just remember to fend off the daring "wolves" that try to cut them off, or rewarp if drones get nasty.
4) Several turret ships with mnedium range and nice tracking are the must. Beam Harbinger, 650m arty hurricane, a Tempest/Maelstrom with dual 425mm ASc, Amarr BS with smaller pulses. The ships need to have tracking of 0.04-0.05 or so (about 1.2-1.5 for large guns) to hit those 4-6 km/sec HACs reliably and deliver the damage to the range of up to 55-60 km. This keeps nanoships in constant damage in ranges of 20-60 km, and they dont dare to come closer due to neuts or webs.
5) If you have 4, then a sniper BS can do miracles, when HACs burn away to keave the "doom sphere" that you create.
Again, this tactic doesnt mean blob. You can stand your ground well against a larger nano-gang. In fact, this will allow you to kill quite a bit of them before they realize that their numbers dont give them much advantage.
The end of this observation is that such tactic can not really allow you to reliably hold and kill ALL the nanoships, but in the end, nothing will - thats their strong point, and they will evade and run sooner or later. But you can cut lots of them while they're trying to bite your gang.
And did i say STAY IN TIGHT FORMATION? I think I did.
--- Redesign local/scanner feature - make the place huge, dark and scary again! |

Saietor Blackgreen
The First Foundation Circle-Of-Two
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Posted - 2008.07.21 09:00:00 -
[26]
And yeah, to the OP - I see no point in looking for setups that will allow you to come on top 1vs3 anyway. You can fend them off with setups you use, OFC, but if the enemies are brave enough, they will dare to engage you all-out, sacrificing one of them maybe to take you down, or will just run away.
They will run away anyhow, thats what they're good for, and that skinda OK to my mind...
--- Redesign local/scanner feature - make the place huge, dark and scary again! |

Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.07.21 09:02:00 -
[27]
Originally by: Furb Killer Cane with barrage can also make most nanoships run and does far more damage on close range.
If dual-falloff rigged, it hits quite reliably up to disruptor range with preety awesome tracking as well, and I've actually killed a number of interceptors in a Hurricane, they try to tackle thinking the vanilla T2 fit (5.5-6km/s) protects them from cruisers/BCs, then see their shields and armour going down, and then they try to burn away in the opposite direction (in case of bad interceptor pilots anyway), a awesome maneuver which enables you to fire 2-3 volleys at close to 0 transversal ;)
I imagine Harbringer does better vs nano-HACs, since it's always firing in optimal ;)
Sig removed, inappropriate link. If you would like further details please mail mods@ccpgames.com ~Saint |

Jim Raynor
Caldari Shinra
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Posted - 2008.07.21 09:13:00 -
[28]
Originally by: Irish Whiskey
Originally by: Merin Ryskin Re: those of you who think a MWD is optional.
Not only is the MWD mandatory for all of the usual reasons, but for hunting nanos it's even MORE important. Here's a hint: learn to fly manually. With the MWD, you can drop transversal considerably as long as the nano ship in question isn't a Rapier or Huginn. And guess what that means: dead nano ship.
Here's a hint: MWD is NOT mandatory. Read the topic of the thread: observations and tactics this is what I see and what I do. I dont care about you.
For those of you who decided to come here and pointlessly troll, these setups are for simply preventing a nano ship from sticking around long enough to harass your operations.
MWD is not necessary because I am not chasing them, I am not attempting to close range on ANYONE. I am preventing them from flying circles around me by applying DPS to them. The point of not having the MWD does quite a number of things: more cap more slots to use more grid to use
All of you who can see what I am doing with these setups, good on you!
not fitting a MWD in some corps [if they catch you] in PvP will actually get you booted and flamed big time, tbh
and you do need a MWD. you just do. ------ I'll make a sig later. |

Jalif
Deviance Inc
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Posted - 2008.07.21 09:21:00 -
[29]
Edited by: Jalif on 21/07/2008 09:25:26 Edited by: Jalif on 21/07/2008 09:24:52 Edited by: Jalif on 21/07/2008 09:23:08
Originally by: Euriti
Originally by: Irish Whiskey
Originally by: Merin Ryskin Re: those of you who think a MWD is optional.
Not only is the MWD mandatory for all of the usual reasons, but for hunting nanos it's even MORE important. Here's a hint: learn to fly manually. With the MWD, you can drop transversal considerably as long as the nano ship in question isn't a Rapier or Huginn. And guess what that means: dead nano ship.
Here's a hint: MWD is NOT mandatory. Read the topic of the thread: observations and tactics this is what I see and what I do. I dont care about you.
Here's a hint: You dont have a clue.
Welcome to eve where you can create yourself your spaceships how you want it.
My personal opinion about MWD. - I find them not mandatory. Currently I am only flying ships who don't need a MWD & being very effective in them. Without that MWD I am able to deal out more damage & tank much better.
Its not about having a clue. Its is just situatinal & what your fleet is made out of. Since my gang always have MWD-ing Hics & Minmatar Recons flying around. I see no use of flying the same. Therefore I make sure I can deal as much as DPS as I can. And being on top of killmails is a proof for me I am doing a good job. Scaring the shit out of our enemies & possible safe friends. EvE is about teamplay, not aproch (or orbit)& f1 to f8 & ones in a while tab on the MWD.
Originally by: Jim Raynor
not fitting a MWD in some corps [if they catch you] in PvP will actually get you booted and flamed big time, tbh
and you do need a MWD. you just do.
Well, one thing is sure. Never want to be in your corporation (as I asume you speak from experiace). Damn, its just a game & if somebody has a good reason not to fit a MWD, then so be it, but does he has to get flamed just for that? & kicked?
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PirceHat
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Posted - 2008.07.21 09:51:00 -
[30]
If you are not fitting an MWD you have no understanding of why "nanoz" are so effective. I will give you a hint, it is not because of raw speed tank and transversal (well at least soley).
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