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Guardian Alpha
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Posted - 2005.08.12 19:00:00 -
[1]
You have to know how to use the cloak, instead of just putting it on and going into ghost mode.
If you can't cloak because you are locked, try ECM jamming them to break their lock. Or better yet, sensor dampen them that way you are too far away for them to even lock you. ------------
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Guardian Alpha
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Posted - 2005.08.12 20:36:00 -
[2]
Quote: how many slots do you think these ships have?
It takes one med slot for a multispec. Or go burst: One med slot for a ECM burst. Or just use a sensor dampener, again.. one medium slot.
So... yes. They have enough slots for one medium slot. ------------
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Guardian Alpha
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Posted - 2005.08.12 22:10:00 -
[3]
Edited by: Guardian Alpha on 12/08/2005 22:13:03 Well, my tactical advice would apply to any other ship that isn't an INDUSTRIAL SHIP. You wouldn't put a asteroid scanner and MAPC on a battleship, don't put a cloaking device on an industrial ship because of it's slow lock time.
You are trying to argue, not only based on low skills and limited experience, but also on the fact that you are using the wrong module on the wrong ship. Time to use WCS and not a decide that is completely nullified for any sort of counter-responce.
My entire tactic is breaking THEIR lock on you AFTER they've already locked you so that you can quickly cloak before they can relock you. Damping at enough range means they won't be able to relock you in the first place. ECM jammers will give you 20 seconds to recloak before they can lock you. Even if it uses ECM, you only need it for a split second to begin with. ------------
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Guardian Alpha
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Posted - 2005.08.12 22:28:00 -
[4]
Wow, that is an incredible idea -jots down notes- Will certainly be making use of that as needed. ------------
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Guardian Alpha
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Posted - 2005.08.12 23:07:00 -
[5]
A large key to cloaks is to not just use them to defensivly hide, but plan offensivly or scout. ------------
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Guardian Alpha
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Posted - 2005.08.13 00:38:00 -
[6]
Edited by: Guardian Alpha on 13/08/2005 00:38:40
Quote: Then how come they never start firing until the counter goes off?
Because the NPCs you are fighting still have to get within range to fire. Since you have a 30-45 second locking period, it may just take them that long to eventually reach you.
Yellow = They have locked you Red = They are firing at you once within their weapon range (even out of it if you evade them and move beyond their firing range)
White arrows around their ship icon on the overview that blink = You are locking them White arrows around their ship icon on the overview that don't bling = You have locked them
edit:
Quote: tbh the local channel nullifies most uses of the cloaking device. Cloaked or not the target will know you are there.
They can know someone is in system, but that person may be docked, in a belt, or a safespot. ------------
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Guardian Alpha
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Posted - 2005.08.13 00:57:00 -
[7]
Good point. I don't agree with the shuttle idea though, if a rookie shuttle came near my fleet.. boom. If a covert ops hid near my fleet, chances are I would be none the wiser ------------
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