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Vincent Engel
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Posted - 2003.06.20 09:47:00 -
[1]
How do I go about keeping my enemy at the optimal weapon range, when they already have closed in on me? The "keep at range" option only lets me select close distances. Should I manually try to outrun them and use the "keep at range - current" option?
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Ruulex DeMors
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Posted - 2003.06.20 10:14:00 -
[2]
That is the best tactic...But a Keep at optimal range would take all the feel that you are actually "flying" the ship away. So yes manually reverse direction (while still firing) and hopefully you are fast enough to get out to the optimal range of your weapons. Then set to keep at current range. ------------------------------------- Interm-CEO for EVE Marshals http://www.EVEMarshals.com |

Erai
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Posted - 2003.06.20 10:33:00 -
[3]
My usual way is to approach the target to 1.25 times the desired range, then select keep at range--> current range. When the target is at the desired range, repeat the proces. This approach is especially handy when you are dealing with opponents with heavy short-ranged weapons. ------------------------------------------ My bio
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Cezanne
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Posted - 2003.06.20 12:07:00 -
[4]
I use the same tactic as Erai but it's fiddly to get right.
A nice idea, that has been suggested a few times in the ideas section, is to allow users to enter their own values for the 'standard' ranges that pop up somewhere in their preferences. I mention it again in the hope that a passing dev might read this and think... "Oh I can think of a really cool way to do that!"
:D
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Rancid Mare
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Posted - 2003.06.20 13:22:00 -
[5]
another way to do this is when you warp into a roid field and you have a group of pirates.
stop your ship plenty of distance away. more than optimal but within targetting range. so i have max target of 35km and optimal of 8km so i tend to sit around 25km away.
select a single pirate and give him a shot or two. what normaly happens is the targeted pirate will break from the other pirates and head towards you.
keep any eye on him and when he gets to near optimal range select target-keep distance.
i use this tactic to draw the higher value pirates away from there support.
dosnt always work. sometimes all the pirates will come after you.
Rancid Mare of the EveMarshals. Our Webby
Recruitement Videos here |

Elithiomel
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Posted - 2003.06.20 13:35:00 -
[6]
You can also use the 'orbit' option, the choices of orbit ranges are far higher then the 'keep at range' ranges. --------------------------------------------- Engineers motto; If it doesn't fit, force it. If it breaks it needed replacing anyway. |

ElRodeo
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Posted - 2003.06.23 13:53:00 -
[7]
mmm an optimal of 23k helps alot =) specially with 3 of them and each one with about 120 average unmodded damage (all skillz baby). heck if u r feeling brave fit on a microwarp and u can outrun missiles, but be warned -25% total cap and -50% total shields. its often safer to stick with a few ab's and shield boosters, if u run that is =) i splatted 9 npc cruiser on my own the other nite with others spawning in during mid fight. damn i love rails, drones, and shield overload systems, and specially wub dat special skill, knowledge of all ships structural weaknesses, :P only a mill, u prolly all oggled it at least once, and if you havent bought it,, shame on you ElRodeo
May the Blood of the Innocent and the Righteous Cleanse me of my Demons. May Any God you Choose to Worship Have Mercy Upon Your Soul
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Nueromancer
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Posted - 2003.06.23 16:27:00 -
[8]
One thing I am curious aboutàhow do you control the direction that you want to go in space when you arenÆt locked onto something? I was at a belt the other nite doing the ôoptimal rangeö thing and I didnÆt know how to move further out of their range. I mean, I know how to turn on my mwd, etc, but how do you choose your direction so you can get further away from the pirates after you have turned on your mwd? Thanks for the help.
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Beldaws
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Posted - 2003.07.24 18:14:00 -
[9]
Double click on the empty space in the direction you want to go.
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Xane
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Posted - 2003.07.24 20:43:00 -
[10]
"Orbit" is better than "Keep At Range" for combat, with "Orbit" your ship keeps moving, with "Keep at Range" your ship may stop still whilst the other one orbits you.
If you have a fast ship with good tracking ability you lose the advantage by going slower.
x a n e |

Shootemup
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Posted - 2003.07.25 06:40:00 -
[11]
Not to mention that it's the ship with the highest speed that sets the rules (can outdistance or approach slower ships as it sees fit). So make sure you are fastest. :)
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