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Viva Law
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Posted - 2010.05.09 12:48:00 -
[1]
Hi all, Just wanted some quick advice from experienced pilots.
basically i've always flown amarr ships but have recently started play as minm. What i was wondering about is the weird optimal/falloff mechanic of projectiles. I realise that these ships are meant to "fight in falloff" but should i be trying to stay at the extreme end of my falloff or should i still try to get into optimal whenever possible (i.e extreme close range with AC's)
thanks in advance.
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Rick Venus
Minmatar Matari Republican Army
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Posted - 2010.05.09 12:57:00 -
[2]
This is probably not the best advice but it works for me. Try to keep your targets in half falloff. Damage seems best there. Some math nerd will probably be along to confuse things.
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Viva Law
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Posted - 2010.05.09 13:01:00 -
[3]
cool thanks for the response.
Thats kinda what i've been doing, trying to stay around 15-20km for large AC with fusion L.
If only my maths teachers had told me i'd need their boring subject for eve online... i might have listened more lol
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Ath Amon
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Posted - 2010.05.09 13:54:00 -
[4]
it depends by the situation and the kind of pvp...
generally the rule is to stay away from blasters (half faloff is ok) and to close the range with lasers to maximize your damage and possibly outtrack them... for missiles you can try to max speed or again close the range to boost your dmg... but as said these are general rules, after some time you get experience and judge the situation case by case
Originally by: Diana Merris
Unfortunately, rather than address the slot layout/tanking issues for Minmatar the Devs have simple declared that it makes us "versitile".
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Solid Star
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Posted - 2010.05.09 17:25:00 -
[5]
What you want to be doing is fighting in your falloff unless you are ganking someone. The reason for this is you usually can do more dmg at this range then other ships of same class. And this is what makes Minmatar so much more work as it is not simply target and F1-F4. You need to understand your range, and the range of your enemy, along with the tracking as if you orbit too fast you could be missing every time. Because Matar need to fly in this falloff they tend to have the most speed so they can control range. Your advantage is you can stay out of webs/scrams while still keeping a target pointed. You are in that middle spot where when commit you still have a chance to disengage or if the target changes their mind you still close enough to point.
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