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LittleBo Peep
Republic Military School Minmatar Republic
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Posted - 2013.02.13 07:26:00 -
[1] - Quote
I get that being having a bigger signature radius makes you generally easier to lock and hit, but how does speed come into play when you are attacking in a close orbit at high speeds?
In such a situation, is it usually better to have more speed or a lower signature when trying to avoid damage?
It also seems that speed is better generally to avoid missile damage, but when you are attacking turret ships in a close orbit at high speeds is a higher speed more important than a smaller signature radius?
I've tried to read a bunch of guides talking about the subject, but I'd just like to clarify with my own specific questions. But if anyone can give me any links to pages talking specifically about this... that would also be much appreciated.
BTW, I am a new player and I'm primarily concerned with frigate to frigate combat. |

LittleBo Peep
Republic Military School Minmatar Republic
0
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Posted - 2013.02.13 08:12:00 -
[2] - Quote
Petrus Blackshell wrote:Speed and transversal velocity are inversely related, as per this page. That is, if you doubled your speed, that has the same effect as keeping the speed constant and halving your sig radius. Or, if you quintupled your sig radius (see: MWDs), it's the same effect as going at 1/5 your speed. In real combat, though, it is much easier to manipulate your speed and distance than your sig radius (since sig radius can only be changed for the worse by everything but implants and leadership boosters). So, if you want to survive a fight via simply avoiding damage... Fit an afterburner. If possible, supplement your tank with a tracking disruptor.
[/list] Good luck!
Thank you! +1. This is largely what I wanted to know. But I guess where my confusion comes in with the preference of an afterburner over a MWD. The latter still seems like it would be better for speed tanking (since it gives more speed) and you'll be more able to control the range. In my case... I'd like to close and shoot with short-ranged high-tracking guns. So it seems like a MWD would be better for that? Am I mistaken?
I suppose this might be assuming I'm not going to be hit with some sort of warp disruptor too. But I was thinking if I attacked another ship with a MWD and hit them with my scrambler (or if I got really lucky and found someone without a disruptor) then I'd be at least on equal footing and could rely on the other attributes of my ship to win the engagement. Again... is this sound logic? I really don't know as I am an utter and complete noob. |

LittleBo Peep
Republic Military School Minmatar Republic
0
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Posted - 2013.02.13 08:46:00 -
[3] - Quote
Vilnius Zar wrote:do you want the amazing damage mitigation from the AB or do you want to be able to get in or out of trouble real fast...
I think I want the latter. 
Anyway.... thank you very much! Your post really put things into the terms I was looking for. Also... I'm hoping to get all the skills I need to have a stable cap for my MWD -- so, hopefully, I won't ever get caught moving too slowly while it's firing up. I'm hoping to develop a very in-your-face style of engagement where I move in close very quickly, orbit at high speed, and then use high-tracking autocannons to PEW PEW my opponents until they explode. |

LittleBo Peep
Republic Military School Minmatar Republic
0
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Posted - 2013.02.13 08:59:00 -
[4] - Quote
Vilnius Zar wrote:Generally there's two ways of doing things in a frigate;
1) within scram range while running AB 2) outside scram range (but within point range obviously) running MWD, called kiting and preferably aided by damps or TDs
That made too much sense and now I feel like and idiot. 
Anyway, +1 for you! Thanks again! This post was actually very helpful and will be causing me to reopen my EFT. |
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