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Author |
Thread Statistics | Show CCP posts - 2 post(s) |

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
8
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Posted - 2012.12.05 13:41:00 -
[1] - Quote
There are of course ways to get around the new TD effects. Go missiles, go fast ships to get to 0. What I wonder though is if it was CCP's intention to make the Marauders (and any other non speed based turret boat) totally useless against Sansha. There are some instances where you can manage killing off some of the TD rats before they get out of (in the case of the optimal of my guns with scorch) 7km range, but in most cases you're totally screwed.
Bottom line is that it's now impossible to rat in most turret based ships against Sansha solo. If this is CCP's intention, I suppose I can live with it and work around it, if not: fix it. |

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
8
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Posted - 2012.12.07 16:55:00 -
[2] - Quote
So I tried fitting a Legion with t2 tracking and optimal rigs, tracking computers and an AB to get into range. Tried some random anoms, like a Hidden Hub. TD is insane. 7+ rats perma tracking disrupting you to optimals of about 3 km. Getting into range with the Legion is no issue, but you even then it takes forever to kill off even the battleships because your tracking is totally wasted. The slightest movement makes it even an issue to hit the battleships. This doesn't work CCP, fix it. |

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
11
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Posted - 2012.12.10 22:46:00 -
[3] - Quote
Antillie Sa'Kan wrote:This is what the patch notes meant by "The effect is now correctly applied to your ship." You used to be able to wait 45-60 seconds for the TDs to turn off and then go to town with your guns. This is no longer the case. The Sansha TDs were always stupidly overpowered, but since they were bugged so that the NPCs forgot to turn them on about 80% of the time it worked out to be pretty balanced.
Actually I understood that the "fix" applied to the fact that the tracking disruptors from rats would reduce optimal but not falloff. This has indeed been fixed with the Retribution patch. Now your gun optimal gets reduced as well as falloff. It seems to me what wasn't the intention was the permadisruption which makes turret based ratting (the weapon type of 3 out of 4 ships) impossible. |

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
11
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Posted - 2012.12.12 13:42:00 -
[4] - Quote
Patch notes: "Corrected the chance percentage that an enemy NPC will use tracking disruption on a player's ship."
So I assumed things would be back to "normal".
The only thing that has changed is that the tracking disrupting rats stop for 3-4 seconds and then start a new disruption cycle. So now you get disrupted by 90% of the rats permanently in stead of 100%.
Useless!
Turret based ratting is still impossible. |

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
15
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Posted - 2012.12.13 00:14:00 -
[5] - Quote
Marc McIntyre Crendraven wrote:Has anyone else noticed the TD effects last even after they are no longer disrupting?
(aha, i see im not the only one)
Actually I did also notice that. Tried a belt, optimal went down to 8.6 km and it didnt go up when one of the two rats paused disruption. |

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
15
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Posted - 2012.12.14 12:58:00 -
[6] - Quote
Newt BlackCompany wrote: but with a long-range Apoc sniper (204 dps at 146 km), they were no problem at all.
There might be instances where the situation allows for such an option, but in most cases even if your range remains at workable levels I think the reduction in tracking speed will make it very difficult to hit - and mwding towards the target with a battleship hampers the tanking ability of the ship to such a degree that its not worth it. The overall reduction in efficiency with setups that can overcome the tracking problem makes it not strictly impossible to kill a target with a turret boat perhaps, but certainly pointless.
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Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
15
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Posted - 2012.12.14 18:43:00 -
[7] - Quote
Newt BlackCompany wrote:
True, the MJD makes the range such that tracking is almost irrelevant. 204 DPS is fine for the frigs. It's ok for the BS's, but takes a while. However, I'm using Meta4 T1 beam lasers. T2 laser will more than double the DPS, according to EFT, so that's what I'm training next.
Also, the TD sometimes stops after one cycle, but sometimes they keep restarting it. At least in the Amarr epic arc missions that I'm doing now...
The whole point of this topic is to criticize the PERMANENT tracking disruption. If you have rats that stop disrupting you, then there's absolutely no problem.
Also, if you're talking micro jump drive ranges, 50-100km I suppose, then you're not being disrupted that seriously. If you get a proper spawn with 8-10 ships perma disrupting you, range will always be <20km, at that range hitting rats with Tachyons or Mega Beams is difficult without td, impossible with that amount of tracking disruption. |

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
15
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Posted - 2012.12.17 11:43:00 -
[8] - Quote
Zwo Zateki wrote:Nightmare + Tachyons + Microwarpdrive = 0 angular velocity = 100% hits even if TD'ed. Problem solved.
I do not believe for a second that a Tachyon fitted Nightmare, tracking disrupted by say 8 Sansha cruisers, has no problem hitting those cruisers with its range reduced to ~15km and its tracking several times worse than it already was base. |
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