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jebacica snova
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Posted - 2005.06.14 02:12:00 -
[1]
is it me or are these set ups bit hard to *****,I mean if you are any friget pilot T1 or t2 there is almost no chance to survive one of these attacks by tempest or megathron for long enough to get out>
problem: 1}their booster mods give them range bonus ( wich is all fine)
2) they get insane locking time ie. 2-3 secs, ( i disagree with this, coz loxk time is best defence for frigs against a bs)
so if you by accident worp into their range within 160km you are toast.
so does anybody else think that thats a bit harsh, as frig pilot litterlaly have no defence due to fast locking time??
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Niaski Zalani
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Posted - 2005.06.14 02:16:00 -
[2]
no.
The other day, I was gate camping in a tempest and along came an ishkur..he warped in 15 from the gate..i locked and fired..he simply moved sideways to me to keep his transvoc up (and thus i couldnt hit him) until my volley was done..they he warped off. This would have worked even if he was in a ceptor. So, it is possible for frigs to get away from sniping bs'...u just gotta think. ___________ WTB: Impel-flying char! Paying well! |

Shintoko Akahoshi
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Posted - 2005.06.14 02:23:00 -
[3]
Well, the canonical "there is no escape - hahahahaha!" defense against these things is to warp a nicely tanked short range BS into close range and open up on it. The tricky bit is, of course, getting this thing there, which shall be left as an exercise for the reader... 
There's no meaning to life when you cling only to common sense |

Baron Xad
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Posted - 2005.06.14 02:27:00 -
[4]
Originally by: Shintoko Akahoshi Well, the canonical "there is no escape - hahahahaha!" defense against these things is to warp a nicely tanked short range BS into close range and open up on it. The tricky bit is, of course, getting this thing there, which shall be left as an exercise for the reader... 
*cough* Cov Ops *cough* 
Pants have pockets -> Pockets hold wallets -> Wallets hold money -> Money is the root of all evil -> Ergo, pants are the root of all evil. |

Uggs386
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Posted - 2005.06.14 03:26:00 -
[5]
All you have to do is keep your transversal velocity up and he wont be able to hit you at all, you do this by moving horizontal to him, once you leanr how to do this well you can close the gap between the sniper and yourself pretty quickly to get a warp in point to him.
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Jim Steele
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Posted - 2005.06.14 10:14:00 -
[6]
Edited by: Jim Steele on 14/06/2005 10:17:09
They are a pain, but if you know what you are doing they are also the quickest to die, simply because they saccrifice tanking for flat out damage, so get in close and they arnt a problem.
I do agree that at the moment the sensor booster's stacking penaltys are a bit light, i think remooving the locking time bonus is'nt a bad idea so long as its still possible to sensor "link" a friendly so they can lock quicker. Mabye this would give support ships a more usefull role in combat.
This i think would be a more balanced situation as either snipers needing a friend to scramble targets long enough for them to lock, or boost them so they can lock them befor there pray warps.
Currently its a bit of a no-brainer imho to stick 2 sensor boosters on, job done.
Death to the Galante |

Dahins alt
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Posted - 2005.06.14 11:13:00 -
[7]
I'm sorry, are you people implying that you have found a counter to those aligned snipers? Care to share with the rest?
As soon as they see warp trails leading to them, p00f, they're gone. You don't even manage to start a locking cycle.
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LUKEC
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Posted - 2005.06.14 11:15:00 -
[8]
another nice thinge are target painters... because they have bugz0red skill bonus that adds 500% per level. And suddenly MWDin inty has 800m sig instead of 160m.
Oh and another thing. When you get ontop of them, you usually find out that they have stabs. All they need to do is to warpout and warpin on different BM and try to pop you again.
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siim
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Posted - 2005.06.14 11:19:00 -
[9]
Originally by: Uggs386 All you have to do is keep your transversal velocity up and he wont be able to hit you at all, you do this by moving horizontal to him, once you leanr how to do this well you can close the gap between the sniper and yourself pretty quickly to get a warp in point to him.
u get painted and ur toast
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Azeal Reece
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Posted - 2005.06.14 11:27:00 -
[10]
Originally by: LUKEC another nice thinge are target painters... because they have bugz0red skill bonus that adds 500% per level. And suddenly MWDin inty has 800m sig instead of 160m.
what skill does that????
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Deja Thoris
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Posted - 2005.06.14 11:37:00 -
[11]
Originally by: Dahins alt I'm sorry, are you people implying that you have found a counter to those aligned snipers? Care to share with the rest?
As soon as they see warp trails leading to them, p00f, they're gone. You don't even manage to start a locking cycle.
Can you still bump things out of alignment? Bump em with the covert ops, that'll uncloak you. Wait the 6 seconds, lock and web. With a bit of luck and timing it can be done. (Assuming you can still bump)
Finally its the target painting skill.
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LordHong
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Posted - 2005.06.14 12:09:00 -
[12]
collisions still occour i believe..
would be fun if they made a x-small mobile warp disruptor that had (say) a 1 k/m radius and deployed immediately -----------------------------------------------
--No Apologies, No Regrets--
_(\_/)_ \_____/ Bunny pie anyone? |

Vathar
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Posted - 2005.06.14 12:13:00 -
[13]
Originally by: Azeal Reece
Originally by: LUKEC another nice thinge are target painters... because they have bugz0red skill bonus that adds 500% per level. And suddenly MWDin inty has 800m sig instead of 160m.
what skill does that????
Signature focusing increases the effectiveness of painters, but the 800m sig bug does not come from here ... It comes from the way mwd's and painter's sig penalty stacks ... If I use my painter (50% base + lvl.3 signature suppression + vigil w/lvl.5 frigate) I get a signature penalty of 116% ... and it works properly on non-mwding targets ... If I happen to paint an mwd-ing inty however, I'll get a bugged sig well above 1km !! ____________
Space Shaman
Don't take life seriously, you'll not survive it anyway
(\_/) (O.o) (> <) yay, got my bunny too !! |

Sarkos
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Posted - 2005.06.14 12:43:00 -
[14]
Learn to use Tracking Disrupters and Sensor Dampeners. They work wonders.
Sarkos
Either free the slaves or we will come and get them.
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Vathar
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Posted - 2005.06.14 12:47:00 -
[15]
Originally by: Sarkos Learn to use Tracking Disrupters and Sensor Dampeners. They work wonders.
Sarkos
I haven't exactly checked, but I'm not sure that a tracking dispruptor will work at 180km ... In fact, I'm not certain that a damper will be effective at this range either ... And above all else, you need to be able to lock the sniper yourself, which also requires the ability to lock that far ... ____________
Space Shaman
Don't take life seriously, you'll not survive it anyway
(\_/) (O.o) (> <) yay, got my bunny too !! |

Riddari
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Posted - 2005.06.14 15:19:00 -
[16]
Originally by: Sarkos Learn to use Tracking Disrupters and Sensor Dampeners. They work wonders.
Sarkos
They work wonders within their ranges. Which even with maxed out skills don't come close to 150km....
¼©¼ a history |

James Lyrus
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Posted - 2005.06.14 15:34:00 -
[17]
You can just about get to that kind of range with some decent skills, and a scorp (that 20% optimal bonus is rather nice). But with most things, you can't 'EW snipe'.
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MacDuncan
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Posted - 2005.06.14 15:35:00 -
[18]
Don't forget: Painter work also above their optimal + fall off..... Not too frequent, but i recently got some NPC-ceptors painted >140km! --
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Gunstar Zero
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Posted - 2005.06.14 15:59:00 -
[19]
Edited by: Gunstar Zero on 14/06/2005 15:59:18
Originally by: Niaski Zalani no.
The other day, I was gate camping in a tempest and along came an ishkur..he warped in 15 from the gate..i locked and fired..he simply moved sideways to me to keep his transvoc up (and thus i couldnt hit him) until my volley was done..they he warped off. This would have worked even if he was in a ceptor. So, it is possible for frigs to get away from sniping bs'...u just gotta think.
at 160km the transversal will be well within the tracking of even 1400s
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Gunstar Zero
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Posted - 2005.06.14 16:04:00 -
[20]
as others have said, most snipers will be aligned to a safsepot, probably up to warp speed and liekly packing warp cores.
very very difficult to kill.
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Nomen Nescio
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Posted - 2005.06.14 16:10:00 -
[21]
The problem is tracking mods. They give both extra range and extra tracking which is wrong. As well as sensor boosters both boost range and resolution. 2 different mods should be used for each task:
- 1 Mod gives you extra range but lowers tracking
- 1 Mod gives more tracking and decreases the gun range
- 1 Mod increases the lokc range, but lowers the resolution
- 1 Mod gives resolution and takes out targeting range
I mean come on, everything was done to help small ships to avoid big guns fire, all this tracking shmaking, bs lock times, low sigs, bla bla bla. And yet you can have bs with tons of slots which can boost your everything at the expense of... nothing.
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Lorth
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Posted - 2005.06.14 16:20:00 -
[22]
Well they're pretty easy to avoid, in most cases. A set of instas and your good to go, or simply a fast frig in most cases will do the trick.
They are also no impossible to take down. As moveing arounfd often will mess up thier range, eventually they have to stop. And more often then not, they will be at nearly a complete stand still if they are sniping. Targets like this can be taken down with a thorax and a covert opps ship, assuming you have enough scramblers to hold him.
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