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Socrates' psalmody
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Posted - 2009.03.28 04:54:00 -
[1]
I wonder when should I use a jammer instead of a disruptor. Today when I was attacking a hulk, his friends came to save him with a vexor. Yeah, that vexor was fit with a jammer. My speed advantage was gone. So can I say that jammer is more for defensive purposes and disruptor is more for aggressive actions?
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hyesp24
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Posted - 2009.03.28 05:01:00 -
[2]
i think you mean scrambler vs disruptor. for a moment there i thought u meant ecm jammer. u use scrambler(jammer as u call it) if u wanna turn off enemy mwd (assuming that's what he's using not an ab) otherwise a disruptor.
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Major Deviant
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Posted - 2009.03.28 05:42:00 -
[3]
Edited by: Major Deviant on 28/03/2009 05:44:40 I think he means stasis webifier...
Edit: maybe not.
Answer to OP:
Disruptor advantage is range, so it is easier to catch stuff in danger of warping off. Scramblers turn off the MWD as well, have lower fitting requirements but have short range.
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Whitehound
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Posted - 2009.03.28 06:30:00 -
[4]
Edited by: Whitehound on 28/03/2009 06:32:47
Quote: So can I say that jammer is more for defensive purposes and disruptor is more for aggressive actions?
Yes, but they can be used both ways, defensively and aggressively. Not to mention that offence is the better defence.
ECM jammers as well as targeting range dampeners are good for denying an opponent to lock on to you. Tracking disruptors are good for reducing the amount of incoming turret damage. But with a lot of equipment do their uses overlap.
ECM jammers give the best result but are quite the gamble, too. They work best when used in groups (to reduce the gambling effect), against smaller ships or simply when an opponent's sensor type and sensor strength is known.
Targeting range dampeners work best against snipers, missile boats, drone carriers and all fast ships, because it forces them to move closer. They are best used when little is known about a target, which makes them a good defensive measure.
Tracking disruptors work best at close range, where tracking speed and fall-off range matter the most. Opposite to ECM jammers and targeting range dampeners do these only work against turret weapons. -- If there is anything in your life you fear of losing, then keep your mouth shut once in a while. |
Socrates' psalmody
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Posted - 2009.03.28 11:10:00 -
[5]
Sorry for my mistake I meant scrambler vs disruptor. I just had lunch at that time so brain was undergoing malfunction..... For my case, I fly a Thorax. Do I fit scrambler or disruptor? If my targets are industrial ships or mining ships, I think a disruptor is fine. If my targets are combat ships I should use a scrambler. Am I right?
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TraininVain
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Posted - 2009.03.28 11:41:00 -
[6]
Basically a scrambler can help you control the range as you just saw. This is good if you're in a ship where being at a particular range is very important.
That's the upside. The downside is they have at least twice as much time to align out.
I'm not sure I'd classify it as offensive or defensive.
If you mean "Can I use it to de-tackle?" either they've got a scram and you're both reduced to a crawl or they've got a disruptor and aren't controlling your speed outside of web range anyway.
The other big problem is since the scram buff ABs are popular, particularly on frigs so you're not necessarily gaining any extra ability to keep em in one place.
An energy neutralizer or ECM drones might do more for you there.
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Gartel Reiman
Civis Romanus Sum
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Posted - 2009.03.28 16:00:00 -
[7]
Broadly speaking, the advantage of a disruptor is that it lets you put a point on targets from further away. That is arguably quite a big deal, especially if you're going after ships that you think will be reluctant to engage, and don't have warp-ins from covops. If you warp into a belt and land 30km from a target, you're just 1.2km away from being able to get an overheated T2 disruptor on the ship (which you will probably cover while locking the target), while you need to close 19.2km to get an overheated T2 scrambler on the target. And if you're camping gates, people decloaking at roughly 14km range means that scramblers just won't be able to reach them.
However, that's the only situation really where disruptors are superior. If the ratter you're engaging has a single WCS, then the scrambler will be needed. If he's only 10km from the belt warp-in, or you have a covops to land you a few km from the target, or you have a tackling wingman to get the first point on with a long-range disruptor, then scrambler will be superior.
Especially in a blaster ship, I would tend towards fitting scramblers almost always. You need to be able to maintain close range, else the opponent can just disable your MWD and orbit around 9-10km where your blasters will be doing very little damage (I'm assuming small/meduim here). Yes, you'll probably lose the occasional target due to them warping out when you're 15km away (and closing), but personally I think it's better to lose those targets and have a much better situation when you do get within 10km.
It is a common question and of course there's no clear answer. As with all fittings, it can depend on intel you have about the enemy fitting too - if they aren't fitting a MWD then the scrambler is effectively the same as it was pre-QR (and you know how often they got used then...).
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