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Kalhan
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Posted - 2003.08.12 15:21:00 -
[1]
I have a question. What is the best crusier for EW and what is a good setup?
I like the Moa, I think it would be a strong EW fighter.
Second question. is there a ship and setup to combat any EW attack? ie.. all Deffence. to break through someone or more then one attacker using EW.
Third Question. How do Bursts and ECCM Projectors work.
Some stratigy would be nice as well. I have been having some trouble with 2 on 1(me) and not being about to lock. I need some way to combat this.
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StoreSlem
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Posted - 2003.08.12 15:43:00 -
[2]
The Blackbird is the best EW cruiser because of its 6 mid slots.
The eccm projectors etc, give a bonus to your sensor strength, which makes it harder to jam you.
The ECM Burst is a module that works like a smartbomb, reducing all nearby sensors by 8 for an instant, and if you already have their sensors sufficently low you will break their locks.
For anti-EW you would need many sensor boosters and sensor strength boosters.
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darth solo
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Posted - 2003.08.12 16:02:00 -
[3]
yip!! the blackbird is the ew ship of choice.
The only problem u will have is trying to watch the cap.
If you are having trouble by not being able to lock, fit a couple of ecm stabilisers a shield booster and a a/b to your med slots in your moa.
If you are going to low sec systems try fitting 2 warp stabilisers, they have saved my ass many times, not many ppl fit 3 warp disrupters, so u should always be able to warp away to safety.
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Kalhan
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Posted - 2003.08.12 16:08:00 -
[4]
Are weapon disruptures any good?
I noticed that both Bursts and Projectors don't have a + or - sign to tell you whiether or not it adds to yours or subtracts from theirs.
I think I understand bursts now. But projectoers still confuse me. Are they like back arrays or ECCM boosters. It doesn't make sense they ony add one to you jamming strength.
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Vannessa
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Posted - 2003.08.13 07:27:00 -
[5]
go to eve-i.com - their help guide section has a great piece on ew and explains all with examples in detail :)
enjoy Manufacturer of fine cruisers All models made Free valet with every purchase 'The cruiser in front is from Vannessa corp' Contact: Vannessa ingame to negotiate prices |

Darkwolf
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Posted - 2003.08.13 08:20:00 -
[6]
Quote: But projectoers still confuse me. Are they like back arrays or ECCM boosters. It doesn't make sense they ony add one to you jamming strength.
I suspect, I haven't tried this out, but I suspect they let you ECCM somebody else. That is, if your mate is being jammed, and he's the damage guy, you can use the projectors on HIM to unjam him.
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Kalhan
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Posted - 2003.08.13 14:43:00 -
[7]
ECM Burst aren't stackable right?? Then what is a good use for them. Is there any setup that they would be good in?
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Tsaya
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Posted - 2003.08.13 15:11:00 -
[8]
They do stack with other, targeted ecm modules. F.e. 1 burst and 2 different standard normal ones add up to -16 for 2 types of sensors, and -12 to the other two. If you get close enough anyway, bursts can often save you a medium slot, and are a good base for disabling battleships.
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Rizzo
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Posted - 2003.08.15 12:19:00 -
[9]
Burst is usefull for breaking a jam too. If you've got a sensor strength of say 12 and someone jams you with 16, firing a burst will knock them down to 8 so you can get a lock. be aware that bursts are ranged though unlike jammers or backup arrays.
As for EW ships the Blackbird is the best you're gonna get shor of a scorpion.
Hate to sound repetative on these forums but if you want to buy a BB I can give you a competative quote ;-)
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Joe
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Posted - 2003.08.16 11:21:00 -
[10]
I like using an Autotargetter in a Hi slot. If your lock is broken due to a burst, you will re-lock in a sec or two. A f-90 module's also nice.
Another thing to try, is using Energy Nuetrilizers, in Hi Missle slots, and a med cap booster, with 20 charges in 1 of your med slots.This drains frigate capaciters in a about a minute.
In low slots i never use anything other than Cap relays, with 3 on a blackbird, you can keep a basic Warpscramble/Webify/Burst combo running for quite a bit.
Taranis WholeSale Deals. |

JimBot
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Posted - 2003.08.17 12:18:00 -
[11]
what are the differences between sensor dampners and targeting disruptors? dont they both just reduce targeting speed/ range? also, to use them u need to have a lock. in this time wont the enemy have a lock too so whats the point in reduceing their lock speed if your already locked...?
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John Zeppe
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Posted - 2003.08.17 13:02:00 -
[12]
Quote: what are the differences between sensor dampners and targeting disruptors? dont they both just reduce targeting speed/ range? also, to use them u need to have a lock. in this time wont the enemy have a lock too so whats the point in reduceing their lock speed if your already locked...?
They reduce lock range and speed... So when your enemy tries to use a module on you, his lock will drop and he'll only be able to lock at X (low number) km in Y (high number) seconds. 
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JimBot
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Posted - 2003.08.17 14:00:00 -
[13]
but will using them break the lock? if not it seems pointless because chances are they will already have a lock on me. also, what are the differences between the dampners and disrupters?
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Konru
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Posted - 2003.08.17 21:00:00 -
[14]
Sensor dampers and inhibitors are dangerous because a targeted module, including weapons, will not work beyond the ship's lock-on range. So if a ship normally target's 50k out, and has three sensor dampers active against it, it won't be able to activate any targeted module past 6k. Now if you're orbiting 10-20k away and have those sensor dampers running, he can't touch you except with FoF missiles or drones. Combine that with a warp disruptor and your target is in serious trouble if he doesn't have friends or a MWD.
Tracking disruptors are something I haven't seen seriously used. When active against a target, that target's weapons lose about 10% of their optimal range and 50% of their tracking ability. In theory, that makes it a lot harder for the jammed ship to actually hit a target with his guns, although it won't prevent him from trying. The big catch here is that tracking only really matters in a short-ranged dogfight, and only with the bigger weapons. If you look closely, a cruiser level gun only has 25% of the tracking a frigate gun has, and a battleship gun has only 25% tracking of a cruiser gun. Yet people still love cruiser and battlehsip guns. So it is debateable whether 50% less tracking means all that much or not.
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JimBot
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Posted - 2003.08.18 19:41:00 -
[15]
that sounds gooood :) one more thing... i have had probs with pirates getting away in pods before i can zap them. will an autotargeter lock a pirate pod (because he still has a low sec rating) or does the fact hes in a pod mean hes not considered a threat?
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Lindor
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Posted - 2003.08.19 09:01:00 -
[16]
when killing pirates try and focus on 1 at a time, and only target 1 at a time. once you have blowen his ship up you'll have no locks, you can then click your most accurate gun for the distance. This will give you a crosshair you can move on screen, place it over his/her pod and bang (you can use this tactic to blow up missiles too). ----- There is no truth, only human opinion... |

Kalhan
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Posted - 2003.08.19 12:56:00 -
[17]
Auto-Targeters are broken..... They lock on to everything. I can't find one that does just lock onto enemy ships. You name it they lock onto it, if it is lockable and in range. Cans, Becons, Debris, Enemey ships, Police, everything....
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JimBot
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Posted - 2003.08.19 14:37:00 -
[18]
mine seems ok so far. just a standard one and only used when mining but locks onto npcs no prob.
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Mira Finoso
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Posted - 2003.08.19 16:41:00 -
[19]
Quote:
The ECM Burst is a module that works like a smartbomb, reducing all nearby sensors by 8 for an instant, and if you already have their sensors sufficently low you will break their locks.
This is actually not correct. ECM burst does not reduce another ships strength like a normal ECM pod does. It merely jams any ship that has less strength than that of the burst. That means any ship with less than 8 sensor strength will be jammed. Thus, they are only useful for jamming lower class frigates, OR, they are extremely useful when you have a pack of hungry drones tearing your ship apart. I would not use burst in hopes to jam any PC controlled ship however... it won't work.


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JimBot
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Posted - 2003.08.20 12:02:00 -
[20]
Edited by: JimBot on 20/08/2003 12:03:52 couple of questions...
1. say i am locked at 30k, i activate my sensor dampners and his locking range drops below 30k, will this break the other ships lock on me?
2. how can you break another ships lock on you? say a bbird attacks a scorp. cruisers have quicker locking speeds (i thnk) so the bbird would get a lock on the scorp first and jam it. the scorp is then effectively useless right? wot defence could a scorp have against this? surely a bbird shouldnt outclass a scorp 1 v 1?
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JimBot
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Posted - 2003.08.20 12:03:00 -
[21]
couple of questions...
1. say i am locked at 30k, i activate my sensor dampners and his locking range drops below 30k, will this break the other ships lock on me?
2. how can you break another ships lock on you? say a bbird attacks a scorp. cruisers have quicker locking speeds (i thnk) so the bbird would get a lock on the scorp first and jam it. the scorp is then effectively useless right? wot defence would a scorp have against this? surely a bbird shouldnt outclass a scorp 1 v 1?
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Kalhan
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Posted - 2003.08.20 16:56:00 -
[22]
Quote: couple of questions...
1. say i am locked at 30k, i activate my sensor dampners and his locking range drops below 30k, will this break the other ships lock on me?
2. how can you break another ships lock on you? say a bbird attacks a scorp. cruisers have quicker locking speeds (i thnk) so the bbird would get a lock on the scorp first and jam it. the scorp is then effectively useless right? wot defence would a scorp have against this? surely a bbird shouldnt outclass a scorp 1 v 1?
Nope a Scorp would still win unless the BBird had backup at the very least another ship. This is becuase the BBird would cap before it could get the Scorp or an other Battleship's shields down. Then the BBird is defenceless. Me and my corpmates have not found a ECM Cruiser setup that could take down a BShip alone. If the other ship can't target he is using no power so it would be at full power when your cap is gone.
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JimBot
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Posted - 2003.08.20 23:34:00 -
[23]
k, fair enough, but is the scorp defencless against this? i know he can get backup arrays to boost his targeting system but from what ive seen these are pretty weak.
and anyone know about the dampner question?
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ProphetGuru
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Posted - 2003.08.21 06:56:00 -
[24]
Good luck finding a scorp driver that doesn't have a sensor booster, or 2 loaded. 1 sec lock on time... poof Evolution..... Just when you thought you were winning.
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JimBot
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Posted - 2003.08.21 17:45:00 -
[25]
erm, but dont sensor boosters add only 1 or 2 to strength when ecms take off 6? and you didnt actually answer any of my queries... thx jim
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Beseb
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Posted - 2003.08.21 19:31:00 -
[26]
Sensor booster as in lock time/lock range booster.
Basically, the direct counter to Sensor Dampners.
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DigitalCommunist
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Posted - 2003.08.21 19:42:00 -
[27]
ECCM is broken atm, theoretically you could activate an ECCM module and gain +3 in your sensors, if your total sensor strength is then greater than the ECM your enemy is throwing, you can break the jamming and target him again.
HOWEVER, I have tested this before, and after patch..
ECCM does work, but in a limited sense. You break the jamming, try to target, lock on. Then once the other guy's ECM module autorepeats, you are dropped again, whether your ECCM is active or not and whether your sensors are greater or not. So do not rely on this in combat.
Backup Sensor Arrays (+2, low slot item) do work, but it comes at a higher cost, low slots are best used for capacitor power relays on a EW ship.
And yes, you can take down a battleship with a blackbird before running out of cap. Use two capacitor power relays in low slots, your recharge rate is around 260 then. Use all three launcher slots, put in torps or cruise missles. Do not use multispectral ecm pods, always use specific ones for less cap drain.
so your setup should be something like:
high -1 650mm art, or some autocannon -3x launchers with torps/cruise
medium -warp jammer -stasis -medium cap battery -3xecm
low -2xcap power relay
Cruise missles are recommended over torps because they take less space in your launcher and you can hold 5, over 2 torps. Your target can boost his shields back up while youre reloading ;P _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |
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