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d00m2
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Posted - 2010.08.07 22:53:00 -
[1]
Do you engage your counterpart Amarr ships like the Harbinger and Zealot? After EFT'ing, I found that with selectable damage types, Minmatar ships need to do about 75% - 85% of their Amarr counterpart's damage to win. Damage is distance with Minmatar ships, however, so they need to be closer than they usually prefer when soloing. The actual damage% to win may be higher due to damage taken while closing.
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d00m2
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Posted - 2010.08.08 16:41:00 -
[2]
Originally by: Intigo
Originally by: Aerilis Armor tank your Cane.
Laugh at Harbs 
Armor tank your Cane.
Die to all camps 
Really? What's the difference between you taking 1 more second to align and the enemy taking 1 less second to lock?
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d00m2
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Posted - 2010.08.08 17:31:00 -
[3]
Originally by: Widemouth Deepthroat It is more like 5seconds slower align time.
With 800mm Steel Plate II, it's +1.3s. If you can fit 1600mm Steel Plate I, it's +2.6s. With shield extenders and rigs, the enemy will lock about 0.5s faster.
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d00m2
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Posted - 2010.08.08 17:37:00 -
[4]
How do you usually engage the Harbinger? If you're warping to a nearby object and need to close, it seems like you'll have to disengage. The Harbinger will burn away as you close and you'll be in the 25km - 18km where he out damages you for a long time. If you're probing, I assume you warp in around 17km and out damage him the whole fight.
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d00m2
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Posted - 2010.08.08 18:02:00 -
[5]
Originally by: Khors
Originally by: d00m2
Originally by: Widemouth Deepthroat It is more like 5seconds slower align time.
With 800mm Steel Plate II, it's +1.3s. If you can fit 1600mm Steel Plate I, it's +2.6s. With shield extenders and rigs, the enemy will lock about 0.5s faster.
Evading gatecamps is usually about burnign back to the gate and jump out or burn away from the campers, rather than just warp off and hope noone locks and points you. What's the speed difference? Mind you aligntime also indicates acceleration.
Ah OK. I'm clueless but very curious how these engagements work.
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d00m2
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Posted - 2010.08.08 18:33:00 -
[6]
Originally by: Ralnik Edited by: Ralnik on 08/08/2010 18:12:16
Originally by: d00m2 How do you usually engage the Harbinger? If you're warping to a nearby object and need to close, it seems like you'll have to disengage. The Harbinger will burn away as you close and you'll be in the 25km - 18km where he out damages you for a long time. If you're probing, I assume you warp in around 17km and out damage him the whole fight.
The Harbi will be much slower than a shield tanked Cane and assuming you are using 2 TE's and 425mms you will be hitting at the same ranges he hits at. It takes no time at all burning into to a slow ship like that, less than 5 seconds if you are 30km away.
TBH, the Shield tanked Cane is a ship that takes a bit of finesse to fly because it's fairly fast for a BC and you are typically playing in the 15km to 24km range meaning you don't have a lot of room for mistakes and you have to be on the ball.
The Harbi is one of the easiest targets to kill aside from a Brutix, assuming you are using 2 Med neuts. The BC's that worry me the most are other Canes, Myrmidons and of course Drakes.
If you aren't sure how to kill the Harbi it's likely because you aren't ready for the ship just yet, pilot/experience wise. The Shield cane is a ship that needs practice, so I'd suggest fitting out some Shield tanked Ruptures and running 425's with 2 TE's and 1 Gyro. This will give you less damage but more importantly the same range as the Cane and a relatively cheap & more agile ship to practice with.
Just go out kill some Frigs & Cruisers with it, to get your practice then step up to the Cane once you get the hang of it. You will likely lose a lot less ships doing it this way and gain a lot more experience.
I'm still a long ways off from flying BCs, let alone flying them well.
If the Harbinger is MWDing away, it takes a long time to close the 25km-18km gap. With high enough skills and without cap injectors, EFT tells me the Harbinger can MWD and still shoot long enough to kill a Hurricane.
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d00m2
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Posted - 2010.08.12 02:48:00 -
[7]
Originally by: Lord Zekk A harb with no ECM drones, close in, overheat + neut. Facemelting damage if you load RF Fusion M and go with 3 Gyros. The same approach works brilliantly against the super rep Myrms especially if you're 2 canes vs 2 Myrms. They can't keep up with 4 medium neuts even when double injecting.
Of course to each their own.
Zekk,
That's what I thought too. The problem is getting close--even though you're over 150ms faster when you're both MWDing, it still takes a while to close from 25km to 17km where you begin to out damage him. He'll easily be able to shoot + MWD for at least a couple minutes even without a cap injector.
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