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Katica Zasve
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Posted - 2009.11.30 11:56:00 -
[1]
Hi, can somebody please explain when to use optimal range disruption and when to use tracking speed disruption, and related tactics, while ignoring my newbish ignorance? Do you switch from one to another in certain conditions or stages? If you need specific ship, then Ishkur and Sentinel/Curse: - like if you get sniped by zealot or apoc from far - when close, etc Does optimal range disruption have any effect on missile ship? Anything else I should know? Thanks
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rethoth
Caldari Bottled Awesome Sauce
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Posted - 2009.11.30 12:55:00 -
[2]
if you are getting sniped by a zealot i'd use the range disruption script if you are at their optimal range (100k potentially), once i get under their optimal and start going into their new optimal from your disruption (50-60k roughly) i'd most likely switch to the tracking speed script and go into a tight orbit.
it does depend much on your ship and what ship you are agressing
for instance if i was flying a pilgrim i'd be agressing under 4k from the ship, the range disruptor would actually make them more likely to hit me by reducing their optimal..
in this case i'd use a tracking disruptor script
as for flying a curse i find that the range distruptor works wonders, if they are smart and change their ammo type to counter your disruption you can just turn it off!
oh and it has no effect on missile ships at all, i dont know much about missiles but your best bet for countering them is speed and a high transversal (speed you are spinning around them at)
hope that helps! meh.. |

Roemy Schneider
Vanishing Point.
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Posted - 2009.11.30 12:56:00 -
[3]
these thingies do not work against missiles or anything else but _turrets_
the best way to choose the proper script for the job is to learn all the turrets  this is not a troll answer; but there's just too many ifthen-else to squeeze into one post w/o causing complete confusion.
e.g. if frigates poke you, their tracking will probably still be enough even when disrupted. however, they are already working in (deep) falloff - slashing that might be a good idea. there's multiple cases for medium guns: vagas weaseling around at 11+km can be range-disrupted. a dumb command ship with highest-tier weapons can be hugged and tracking-disrupted. similar for bigger guns. get to know their ranges; slashing optimal on a pulse apoc at <10km doesn't do much good etc - putting the gist back into logistics |

The Tzar
T-Wrecks Cult of War
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Posted - 2009.11.30 12:59:00 -
[4]
General rule of thumb, as you are approaching from long range use the optimal range disruption script. When you get within point range and you are acheiving a high transversal velocity, maximise this and change out to the tracking speed script.
As others have said there are exceptions, like fighting in a close orbit with a ship using undersized guns. Tracking speed disruption probably wouldn't have as much of an effect as optimal range in this instance. Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. StevieSG |

Gibbo3771
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Posted - 2009.11.30 13:34:00 -
[5]
Edited by: Gibbo3771 on 30/11/2009 13:36:05 Do not know much about a curse but in terms of a pilgrim except your further away so for lasers, you would be orbiting @ around 20km so optimal range on most of there ships BC sized, except zealot as he can hit out to 36km with scorch, so tracking speed. Depends on the ship, guns and character age with amarr as they have very flexible range and good tracking.
for blaster, opitmal range, always
AC's, against vagas and canes, tracking speed as they fight in fall off so no point in killing there optimal -_-
Rails, lol there bad enough without being TD, id just tracking dis.
Obv these will range from ships size so you will have to practice. For msot small ship optimal range is prob best, BC its a choice between the 2 for amarr but for blasters optimal range and ACs tracking speed. BS Is a tricky one. but for blasters optimal range still applies. As again amarr is the very tricky one but meh you got neuts, so maybe tracking speed to reduce dmg until there cap dies.
Avoid missile ships unless there cap dependant tank and firing lights, heavies, cruise and torp, I would avoid things like the HAM drake in a curse.
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Lugalzagezi666
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Posted - 2009.11.30 13:46:00 -
[6]
Originally by: Gibbo3771 they fight in fall off so no point in killing there optimal
Tracking disruptors reduce falloff too ofc...
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Gibbo3771
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Posted - 2009.11.30 13:50:00 -
[7]
Originally by: Lugalzagezi666
Originally by: Gibbo3771 they fight in fall off so no point in killing there optimal
Tracking disruptors reduce falloff too ofc...
oh never knew tht :\, lol, cheers.
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Will Strafe
Caldari Warmongers
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Posted - 2009.11.30 14:01:00 -
[8]
Edited by: Will Strafe on 30/11/2009 14:05:14 The problem with using optimal range scripts against Snipers is that you need to lock on to them yourself before you can reduce their range.
So if he locks you at 120 km and start shooting, you will need to move into 67 km before you are able to lock on yourself and reduce his range. And by doing so only resets his optimal to a range closer to the 67 km you are fighting at than it was before.
So in a scenario like this, it's really only a Sniper vs Sniper weapon.
Where it can be used, is against laser boats for instance. They have their optimal, and then they have a very little falloff range. So crippling their range hurts them badly.
So you are in a blaster boat, Deimos or Eagle for example, and you are fighting a laser boat. The range disruption will take away his Scorch advantage and he wonŠt be able to score any hits before you are in a range where your blasters hit too, for higher DPS.
So in these scenarios, I'd say the rule of thumb is, if you are orbiting and fighting with transversal, Tracking disruptors are best. But if you are giving chase, and have to close in, then the optimal disruptor will work on some (mainly laser) boats.
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James Tritanius
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Posted - 2009.11.30 16:41:00 -
[9]
Don't forget that the optimal for the tracking disruptors is 40km or so. You won't be doing much to sniper boats at 100km.
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rethoth
Caldari Bottled Awesome Sauce
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Posted - 2009.11.30 16:56:00 -
[10]
Originally by: James Tritanius Don't forget that the optimal for the tracking disruptors is 40km or so. You won't be doing much to sniper boats at 100km.
you learn something new every day =) meh.. |
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Guillame Herschel
Gallente NME1
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Posted - 2009.12.01 00:10:00 -
[11]
Originally by: Katica Zasve Hi, can somebody please explain when to use optimal range disruption and when to use tracking speed disruption, and related tactics, while ignoring my newbish ignorance?
The quick and dirty Rule of Thumb:
Versus Frigates: optimal range Versus Battleships: tracking speed Versus Cruisers & Battlecruisers: depends
For medium sized rails/beams/artillery, tracking speed scripts hurts them the most. For medium blasters/pulses/autocannons, optimal range scripts are probably your best bet. But it's very situational. The smallest and largest guns are easiest to disrupt to your advantage.
-- He said "The President is near."
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Terianna Eri
Amarr Senex Legio Get Off My Lawn
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Posted - 2009.12.01 00:15:00 -
[12]
Originally by: rethoth the range disruptor would actually make them more likely to hit me by reducing their optimal..
WHY DO PEOPLE THINK THIS IS TRUE, THERE IS NO PENALTY AT ALL FOR ENGAGING BELOW YOUR OPTIMAL. Optimal Range is the range within which there is no miss chance due to range. This is true if someone's 0.0001 meters within their optimal or friggin 40km.
ffs, these are basic turret mechanics guys...  ________________
Originally by: CCP Incognito PS the "time to P*nis" is the shortest time recorded in human history. :)
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Taram Caldar
Noir. Noir. Mercenary Group
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Posted - 2009.12.01 13:43:00 -
[13]
Originally by: Gibbo3771 I would avoid things like the HAM drake in a curse.
Actually there's no need to 'avoid' a ham drake in a curse, but don't get inside 20km from him ;) He can't hurt you. Just stay at range and keep an eye on your drones. Since most HAM drakes are buffer tanked with right around 200 regen your drones will eventually crack him, especially if he's got an Invuln on his fit. If you find you can't crack him just disengage. Likely he won't even have a long point (most HAM Drakes use Scram + Web) so it's easy to just warp off if you can't kill him.
The ships to worry about, in a curse, are the HML Drakes as they can hit you @ any range out to around 73km. They also pack a much more solid tank than ham drakes generally do. HAM drakes tend to run with a big buffer but low regen while HML drakes typically run with an average buffer but huge regen, which means a solo curse isn't likely to crack it. HML drakes also tend to have long point so be ready to disengage @ about 40% shields if you're not cracking one (if you engaged in the first place).
Want a sig made? Contact me in game. Click my sig to see samples |

Taudia
Gallente Sane Industries Inc. Initiative Mercenaries
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Posted - 2009.12.01 14:12:00 -
[14]
An easy way to think of tracking vs. range disruption is to relate it to the situation and the weapons you're up against.
For instance, frigates have tonnes of tracking but not a lot of range. You range damp them and they will likely have to get right up next to you to do meaningful damage.
Another example is when fighting something bigger than you, say, a Maelstrom. Now, large AC have a lot of range in falloff and you're in a small ship. This means tracking disruption against this target is appropriate since you'll be relying on transversal velocity to counter tracking rather than range to counter optimal/falloff.
Blasters are probably the simplest to counter with this, as their range is already pitiful, if you reduce it further, it will have to tie you down completely to do any damage whatsoever.
Also,
Originally by: Terianna Eri
Originally by: rethoth the range disruptor would actually make them more likely to hit me by reducing their optimal..
WHY DO PEOPLE THINK THIS IS TRUE, THERE IS NO PENALTY AT ALL FOR ENGAGING BELOW YOUR OPTIMAL. Optimal Range is the range within which there is no miss chance due to range. This is true if someone's 0.0001 meters within their optimal or friggin 40km.
ffs, these are basic turret mechanics guys... 
This. Optimal is simply the max range at which you can deal max damage. If the target is within optimal range, neither optimal range nor falloff will have any adverse effect on the damage dealt. Reducing the damage taken by a target that is beyond its value is the only effect optimal range has.
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Chavez Nitrogenesis
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Posted - 2009.12.02 01:17:00 -
[15]
dont forget that TD has a range restriction on itsself too (48 optimal + 24 falloff, +20% with skills)
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James Tritanius
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Posted - 2009.12.02 03:30:00 -
[16]
Originally by: Taram Caldar
Originally by: Gibbo3771 I would avoid things like the HAM drake in a curse.
Actually there's no need to 'avoid' a ham drake in a curse, but don't get inside 20km from him ;) He can't hurt you. Just stay at range and keep an eye on your drones. Since most HAM drakes are buffer tanked with right around 200 regen your drones will eventually crack him, especially if he's got an Invuln on his fit. If you find you can't crack him just disengage. Likely he won't even have a long point (most HAM Drakes use Scram + Web) so it's easy to just warp off if you can't kill him.
May I point you to my little friends: Torrent Javelin Assault Missiles?
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