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Izekiel Zateki
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Posted - 2011.08.24 18:57:00 -
[1]
Hey all, I need a good PVP tip for my weekly newsletter. If it's fairly decent, let me feature it!
Upcoming Newsletter: http://milpacs.net/newsletters/082911/
Also Looking for a corporation to feature in newsletter. Need a 180x100 Logo and web address sent to support[at]milpacs.net. See example in newsletter above.
Thanks for the help!
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Rath Kelbore
Spaceship Hooligan Productions
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Posted - 2011.08.24 18:59:00 -
[2]
What kind of tips? Noob tips? Ship fittings? Something else?
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Izekiel Zateki
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Posted - 2011.08.24 19:03:00 -
[3]
Doesn't matter for now actually, what ever you're willing to share.
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Mystical Might
Amarr The Imperial Fedaykin
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Posted - 2011.08.24 19:13:00 -
[4]
Don't Die? Oh, and ECM sucks.
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Rath Kelbore
Spaceship Hooligan Productions
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Posted - 2011.08.24 19:17:00 -
[5]
Everything is so situational it's hard to give a good general tip haha.
But it appears to have not been said yet,
Do not take into combat a ship which you cannot or do not want to lose.
Two webs and a scram on a battle cruiser kills many silly angel cartel ships.
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Kitty McKitty
Gallente In Praise Of Shadows
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Posted - 2011.08.24 19:26:00 -
[6]
Assume everyone is a scrub and engage everything. If you die, make it glorious. ~~~
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Dark Pangolin
Caldari Four Horsemen of the Apocalypse
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Posted - 2011.08.24 19:40:00 -
[7]
Best Tip I have heard recently;
When engaging in solo PVP in a Frig, turn Auto-aim ON to 6 targets. That way you automatically lock on to the drones of an enemy ship, it makes it way easier to kill those drones when you don't have to mess with overview tabs and lock them manually every time they are recalled.
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Izekiel Zateki
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Posted - 2011.08.24 19:58:00 -
[8]
Originally by: Dark Pangolin Best Tip I have heard recently;
When engaging in solo PVP in a Frig, turn Auto-aim ON to 6 targets. That way you automatically lock on to the drones of an enemy ship, it makes it way easier to kill those drones when you don't have to mess with overview tabs and lock them manually every time they are recalled.
This is a good one, would you be willing to elaborate a little more if possible? Or if you have another one please post. I'll be sure to name you in the newsletter.
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Hwong Jian
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Posted - 2011.08.24 20:21:00 -
[9]
Edited by: Hwong Jian on 24/08/2011 20:23:27 Basic PvP Resist Holes:
T1 - Caldari/Minmatar - EM (Since most of the T1 ships shield tank) Gallente/Amarr - Exp (Since most of the T1 ships armor tank)
T2 - Caldari - EM Gallente - Exp Minmatar - Kinetic Amarr - Exp
This is just a basic generalization. But, it's a good starting point for guessing which damage type you should start with. It is also assumed that most PvPers fit omni instead of specific resists (invulns and eanms).
That being said, it is pretty difficult to take your racial hole and patch it to be among the highest resists.
Also, from the "solo pvp" angle, it's usually a good idea to boost your Exp resists, since most pvp frigs use Warrior IIs.
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Dan Pyre
Amarr Wolfsbrigade
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Posted - 2011.08.24 20:45:00 -
[10]
Edited by: Dan Pyre on 24/08/2011 20:44:53
Originally by: Hwong Jian T2 - Amarr - Exp
Nope.
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Hwong Jian
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Posted - 2011.08.24 20:53:00 -
[11]
Originally by: Dan Pyre Edited by: Dan Pyre on 24/08/2011 20:44:53
Originally by: Hwong Jian T2 - Amarr - Exp
Nope.
Yeah, it's "thermal". Meant to put that. Not entirely sure why my brain stopped working just then, but it did.
Thanks for pointing it out. Ficst.
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AdamusMaximus
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Posted - 2011.08.24 21:03:00 -
[12]
always pvp naked, increases your success chances a LOT..plus u got an extra hand to use...but maybe thats just me :P *Sol* > Charlie what have you gotten me into this time u fu.....!
*Charlie Fodder* > hmmm what do u think he meant Fundamentally Flawed individual?
<Clear Skies 3>
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Hwong Jian
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Posted - 2011.08.24 21:10:00 -
[13]
Originally by: AdamusMaximus always pvp naked, increases your success chances a LOT..plus u got an extra hand to use...but maybe thats just me :P
Must be just you. When I'm naked, I have an extra foot. But, I don't see how hitting ouiguomjfgnbttyb byhe5yhyb houoi9g by bouncing up and down would help anything...
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Sphit Ker
Dreddit Test Alliance Please Ignore
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Posted - 2011.08.24 21:32:00 -
[14]
Explain "drag & bag". I believe the name is self-explanatory.
The likes of Vagabond and Cynabals are king of hill of this tactic. I see it used a lot by "elite pvpers" around where I live. The crux is, it force everything to use it's MWD in order to even have a chance at catching up to you in time and since you are flying away at full steam from the start and at a distance, transversal will be minimal along their sig majorly bloomed on top of that.
In no lesser words, warp at a distance and immediately align away at full flank. Pop tacklers that tries to catch up to you.. easy pansy. See what I mean? Works even better than it sounds.
The following statement is not my signature. The preceding statement is my signature. |

Dorian Tormak
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Posted - 2011.08.24 21:34:00 -
[15]
Yeah well when I was born they thought I was twins!!
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Tosser Galore
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Posted - 2011.08.24 21:45:00 -
[16]
T#3 Links.
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Queue K'Umber
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Posted - 2011.08.24 22:02:00 -
[17]
Never fight on their terms.
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Izekiel Zateki
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Posted - 2011.08.24 22:07:00 -
[18]
Originally by: Queue K'Umber Never fight on their terms.
This is a good one. I just need more substance for the newsletter. See example: http://milpacs.net/newsletters/082911/
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Hwong Jian
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Posted - 2011.08.24 22:12:00 -
[19]
Originally by: Sphit Ker Explain "drag & bag". I believe the name is self-explanatory.
The likes of Vagabond and Cynabals are king of hill of this tactic. I see it used a lot by "elite pvpers" around where I live. The crux is, it force everything to use it's MWD in order to even have a chance at catching up to you in time and since you are flying away at full steam from the start and at a distance, transversal will be minimal along their sig majorly bloomed on top of that.
In no lesser words, warp at a distance and immediately align away at full flank. Pop tacklers that tries to catch up to you.. easy pansy. See what I mean? Works even better than it sounds.
I'm not sure where you're pvp'ing or who you're fighting against (Test Alliance, maybe?), but I know for a fact that very few inty/frig pilots in the militias burn for, fly for or even head for someone that warps in at range.
Also, if you align out "full steam", you're going to fly out of your falloff in a couple seconds anyway.
I have yet to see anyone of note attempt your "drag and bag" technique in low sec with any measurable rate of success. But, I do encourage you to some around when I'm running as fleet tackle and see what happens to your ship.
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Queue K'Umber
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Posted - 2011.08.24 22:19:00 -
[20]
Originally by: Kitty McKitty Assume everyone is a scrub and engage everything. If you die, make it glorious.
For frigate PVP I believe that this is more pertinent than having a good fit, employing good tactics or even knowing enemy ship and weapon characteristics.
Empirical process improvement is the best process improvement.
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Queue K'Umber
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Posted - 2011.08.24 22:41:00 -
[21]
Originally by: Izekiel Zateki
Originally by: Queue K'Umber Never fight on their terms.
This is a good one. I just need more substance for the newsletter. See example: http://milpacs.net/newsletters/082911/
I shall provide an example: The Misperception Tank.
My impression is that Marlona Sky leveraged the assumptions and perceptions of Emo TJ to create a situation that Emo TJ could not forsee. After all, how could a Dramiel lose to a Badger? Emo TJ misperceived the situation and proceeded to fail.
This example goes far beyond simple baiting. It was a masterful manipulation that leveraged then-current group-think and ego to trap the victim.
This is one of my favorite examples of not fighting on another's terms. Another variation of this is the "****offsprey". I shall leave that as an exercise in searching for interested readers.
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King Rothgar
Autocannons Anonymous
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Posted - 2011.08.24 23:45:00 -
[22]
Pro's use blaster falcons.
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Rick Venus
Minmatar Matari Republican Army
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Posted - 2011.08.25 00:38:00 -
[23]
Put the correct type and quantity of ammo in your ship before you undock. Load your guns before you engage.
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Umad Bro Questionmark
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Posted - 2011.08.25 02:22:00 -
[24]
Originally by: Rick Venus Put the correct type and quantity of ammo in your ship before you undock. Load your guns before you engage.
I really can't imagine someone engaging without the guns loaded... poorly coded bots tbh.
Kitty said up assume ev1 is a scrub and engage everything. I 2nd this.
Current state of the forums:
Making capsuleers slightly angry since 2003.
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fgft Athonille
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Posted - 2011.08.25 02:45:00 -
[25]
scout
everybody does it. even people who brag about their solo honorable fights or whatevs
Originally by: Skippermonkey keep trying and you can be an hero just like fgft Athonille
Originally by: Singeaboot Raj Tbh i am beginning to see the win - it's the haircut, makes people take notice.
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Crellion
Parental Control Merciless.
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Posted - 2011.08.25 06:20:00 -
[26]
Grab the lewt.
&
Post kill mail once you have grabed the lewt and lossmail once you have warped your pod.
Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |

Iggy Stooge
Gallente Federal Navy Academy
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Posted - 2011.08.25 06:34:00 -
[27]
Always say GF, never rage about a loss in local, don't cry.
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Kiran Fayede
Four Horsemen of the Apocalypse
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Posted - 2011.08.25 06:45:00 -
[28]
Izekiel Zateki> The request is a bit general, but I'll give it a go... In my mind, the most important "tip" for PVP is "Know Your Ship"
Know the basic hull itself: Each ship has its strengths, weaknesses, bonuses, etc. This really goes without saying...but it is too often forgotten. Strengths and weaknesses don't just come in the form of resists, but also in the form of agility, speed, drone capacity, locking range, etc. Each one of these is a factor in its combat usefulness.
When you know the basic factors of your ship, you can then fit it out to maximize those factors you want to enhance. You can choose to go with the "standard" fits if that's what suits your needs, or you can try something different.
Know what you are fitting: Like knowing the hull itself, know what you are trying to DO with your ship. Do you want to make a brawler? A kiter? An eW platform? Know what mods you need to achieve your goal and how to make them work on the hull you are using. In my limited experience for example, I have found people who simply throw on damage mods when instead a tracking mod was called for. This is usually because they donÆt understand what their hull is actually good for, or what it is they are really trying to DO with their fit. If you know what you are trying to achieve with your ship, you can fit it out accordingly. Each mod should be on there for a reason, and that reason should ultimately agree with whatever fundamental factors you are trying to enhance.
With those things in mind, you should be able to know your ship. Understanding this will tell you: - if its agility is poor or that it has trouble turning, you can figure out when you need to hit the MWD to get to the right range. AKA range control. - What situations to engage in, what situations to run from - If you need your target to chase you to get into your optimal setting, or do you want to get on them first.
DonÆt just go out there in a fit that someone hands you as ôthe best fit omgz.ö Know the ship, know what it is meant to do and fly accordingly. This has nothing to do with skill points. As far as I can tell, you need 0 skill points to click on the ôattributesö tab. It has EVERYTHING to do with the determination of the pilot.
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AdamusMaximus
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Posted - 2011.08.25 10:47:00 -
[29]
Edited by: AdamusMaximus on 25/08/2011 10:48:20
Originally by: King Rothgar Pro's use blaster falcons.
erm auto falcons better :P more range and better tracking and no cap usage :P
example of utter falcon km whorage >
xDD
bamm!
oh and my tip > LESS QQ MORE PEWPEW!
*Sol* > Charlie what have you gotten me into this time u fu.....!
*Charlie Fodder* > hmmm what do u think he meant Fundamentally Flawed individual?
<Clear Skies 3>
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Izekiel Zateki
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Posted - 2011.08.25 10:54:00 -
[30]
Originally by: Kiran Fayede Izekiel Zateki> The request is a bit general, but I'll give it a go... In my mind, the most important "tip" for PVP is "Know Your Ship"
Know the basic hull itself: Each ship has its strengths, weaknesses, bonuses, etc. This really goes without saying...but it is too often forgotten. Strengths and weaknesses don't just come in the form of resists, but also in the form of agility, speed, drone capacity, locking range, etc. Each one of these is a factor in its combat usefulness.
When you know the basic factors of your ship, you can then fit it out to maximize those factors you want to enhance. You can choose to go with the "standard" fits if that's what suits your needs, or you can try something different.
Know what you are fitting: Like knowing the hull itself, know what you are trying to DO with your ship. Do you want to make a brawler? A kiter? An eW platform? Know what mods you need to achieve your goal and how to make them work on the hull you are using. In my limited experience for example, I have found people who simply throw on damage mods when instead a tracking mod was called for. This is usually because they donÆt understand what their hull is actually good for, or what it is they are really trying to DO with their fit. If you know what you are trying to achieve with your ship, you can fit it out accordingly. Each mod should be on there for a reason, and that reason should ultimately agree with whatever fundamental factors you are trying to enhance.
With those things in mind, you should be able to know your ship. Understanding this will tell you: - if its agility is poor or that it has trouble turning, you can figure out when you need to hit the MWD to get to the right range. AKA range control. - What situations to engage in, what situations to run from - If you need your target to chase you to get into your optimal setting, or do you want to get on them first.
DonÆt just go out there in a fit that someone hands you as ôthe best fit omgz.ö Know the ship, know what it is meant to do and fly accordingly. This has nothing to do with skill points. As far as I can tell, you need 0 skill points to click on the ôattributesö tab. It has EVERYTHING to do with the determination of the pilot.
This is perfect.
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