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Capdown Jakuard
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Posted - 2011.06.17 19:41:00 -
[1]
I'm new to EvE and I'm wondering what fittings or what tactic I need to use when piloting my Stabber cruiser.
I have been trying to stick to builds suggested on eve clinic, but on a limited budget and I've went and bought myself 3 medium 180mm Dual Autocannon I's which have a 1060mm optimal range. I tried setting my default orbit to that but discovered I couldn't keep my ships speed up that way, so I'm now set to 1700mm orbit where I can keep a steady 6 or 700 M/s.. Problem is, I can't hit anything with my dual auto cannons at all. So I asked in rookie chat about my low tracking speed and was told I should fly at the target and not orbit if it's a small sized ship... Which is fine, but what if that enemy ship is another player, flying a small but well armed ship? I'm not so sure I'm really able to tank at all in a Stabber so I'm not really sure if I should orbit or not? I'm not going for a PvP build as such... just something that I can defend myself with and fight back if needed
My ship is as follows:
small 150mm autocannon I x3 medium 180mm dual autocannons I probe launcher Salvager I
Civilian shield booster (swapping that out soon) Stasis webifer I Y-86(forget it's name) Afterburner I
Overdrive Injector I Gyrostabilizer I DC II
Thanks for any replys
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foksieloy
Minmatar Rockets ponies and rainbows
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Posted - 2011.06.17 20:37:00 -
[2]
Edited by: foksieloy on 17/06/2011 20:37:59 Try this:
Quote: [Stabber, Newbie] Gyrostabilizer I 800mm Reinforced Steel Plates I Damage Control I
Warp Scrambler I Stasis Webifier I Y-S8 Hydrocarbon I Afterburners
Dual 180mm AutoCannon I, EMP M Dual 180mm AutoCannon I, EMP M Dual 180mm AutoCannon I, EMP M Dual 180mm AutoCannon I, EMP M Small Energy Neutralizer I Small Energy Neutralizer I
It is quite cheap and if you really want to PvP it might make a good learning ship. If something is smaller than you, attempt to brawl it down. If it is larger, attempt to get under its guns. Fit named and t2 items as you please and budget and skills allow.
I would strongly suggest training in frigates though. There are numerous guides on this around, try this: http://flight-of-dragons.blogspot.com/2011/02/plan-or-how-to-learn-to-solo-pvp-in-new.html _______________________ The best thing in EvE is Barrage M. |
Capdown Jakuard
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Posted - 2011.06.17 21:01:00 -
[3]
Ok, I'll give that build a go since I already own most of parts anyway, thanks :)
What kind of default orbit range would I want to have with that ship? Should I use AB while orbiting, or only for approaching and escaping?
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ShahFluffers
Ice Fire Warriors
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Posted - 2011.06.18 00:14:00 -
[4]
Just an FYI... autocannons are specifically designed to fight in "falloff range"... and well outside of the "zone of death" (i.e. ~10km) for very few ships manage to escape the scrams and webs that dwell in there.
With the Stabber... you are correct in that it has little in the way of a "direct" tank. Instead, Stabbers use speed and agility to get into a fight, dictate range, and disengage when things start going badly.
Here's a T1 version of the fit I run with:
[Stabber - e tu brute?]
[Lows] Damage Control I Gyrostabilizer I Tracking Enhancer I
[Mids] Large Shield Extender I Y-T8 Overcharged Hydrocarbon I Microwarpdrive Warp Disruptor I
[Highs] 220mm Vulcan AutoCannon I (EMP rounds) 220mm Vulcan AutoCannon I (EMP rounds) 220mm Vulcan AutoCannon I (EMP rounds) 220mm Vulcan AutoCannon I (EMP rounds) (empty) (empty)
[Rigs] (empty) (empty) (empty)
[Drones] (empty)
With absolutely no skills it has - a little under 10k EHP - a max speed of about 1300 m/sec - a capacitor life of 45 seconds with everything running. - an optimal range of 1km + 11km falloff
However, you have skills so the above stats can only get better. The basic tactic in using a Stabber is thus: pulse your MWD out to the target. When you start getting close (less than 20km) pulse your MWD again and try to get an orbit close, but not too close, to the target (everyone has a "sweet spot" where they feel most comfortable, try finding yours). Hammer away as much as you can while pulsing your MWD as needed to keep range. If things start going badly then find a celestial outside of your orbit pattern, align towards it, and punch your MWD. Spam that warp button while you burn away and hopefully you succeed. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |
Tau Cabalander
Retirement Retreat
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Posted - 2011.06.18 00:41:00 -
[5]
Edited by: Tau Cabalander on 18/06/2011 00:45:31
Look at your turret info on your fitting screen for: * Optimal range. * Accuracy Falloff. * Tracking speed.
Example: Assuming a Dual 180 mm AutoCannon I with nothing to modify the tracking or range: * Optimal range: 1.60 km * Accuracy Falloff: 8 km * Tracking speed: 0.139656 rad/sec
Effective range < optimal + falloff = 1.60 km + 8 km = 9.6 km Recommended range < optimal + 50% falloff = 1.60 km + 50% * 8 km = 5.6 km
Max traversal at optimal: 0.139656 rad/sec * 1.60 km = 223 m/s Max traversal at optimal + 50% falloff: 0.139656 rad/sec * 5.6 km = 782 m/s Max traversal at optimal + falloff = 9.6 km: 0.139656 rad/sec * 9.6 km = 1,340 m/s
You want the target's traversal to be slower than max traversal.
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Matalino
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Posted - 2011.06.18 01:11:00 -
[6]
Originally by: Tau Cabalander Edited by: Tau Cabalander on 18/06/2011 00:53:40
Look at your turret info on your fitting screen for: * Optimal range. * Accuracy Falloff. * Tracking speed.
Example: Assuming a Dual 180 mm AutoCannon I with nothing to modify the tracking or range: * Optimal range: 1.60 km * Accuracy Falloff: 8 km * Tracking speed: 0.139656 rad/sec
Effective range < optimal + falloff = 1.60 km + 8 km = 9.6 km Recommended range < optimal + 50% falloff = 1.60 km + 50% * 8 km = 5.6 km
Max traversal at optimal: 0.139656 rad/sec * 1.60 km = 223 m/s Max traversal at optimal + 50% falloff: 0.139656 rad/sec * 5.6 km = 782 m/s Max traversal at optimal + falloff = 9.6 km: 0.139656 rad/sec * 9.6 km = 1340 m/s
You want the target's traversal to be slower than max traversal. (If you are using turrets, having the traversal column on your overview is a must).
It helps to write-down the ranges and traversal for all the ammo you use, and stick it on your monitor (or use the in-game notepad).
Having angular velocity equal to your turrets tracking attribute has the same effect on your chance to hit as being at range equal to optimal + falloff. Therefore I would add:
Recommended traversal at optimal: 0.069828 rad/sec * 1.60 km = 112 m/s Recommended traversal at optimal + 50% falloff: 0.069828 rad/sec * 5.6 km = 391 m/s Recommended traversal at optimal + falloff = 9.6 km: 0.069828 rad/sec * 9.6 km = 670 m/s
I would also strongly recommend enabling the angular velocity column on your overview rather than the transversal velocity column. Angular velocity can be compared directly with your turrets' tracking attribute. This makes assessing tracking much easier.
Also remember that signature radius acts as a multipler for tracking. If you are firing cruiser sized guns at a frigate sized target you will need to reduce your tracking by a factor of approximately 3x. That means keeping the frigates speed to around 125 m/s at 5.6km range for the attributes listed above in order to get only 62% of your base DPS: closer and slower will get you better damage.
You can look at this page if you are interested in the math behind the tracking game mechanics.
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