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Seth Hanaga
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Posted - 2006.03.22 21:30:00 -
[1]
As a budding pirate the choice between these two is important. I only rly have experience with After-Burners (Which make me go like a bat out of hell ) but ive seen baloons up recomending Micro Warp Drives. I have steared clear so far because of the lengthy trains involved in getting them.
What are the advantages of each (From a Piracy perspective).
Thanks for the Help
Fly Safe
-Seth
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wierchas noobhunter
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Posted - 2006.03.22 21:34:00 -
[2]
mwd makes u fast and eat your cap wery fast tho on what ship u want to use them ?
join BioMass Cartel or die argggg
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R Dan
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Posted - 2006.03.22 21:34:00 -
[3]
Originally by: Seth Hanaga As a budding pirate the choice between these two is important. I only rly have experience with After-Burners (Which make me go like a bat out of hell ) but ive seen baloons up recomending Micro Warp Drives. I have steared clear so far because of the lengthy trains involved in getting them.
What are the advantages of each (From a Piracy perspective).
Thanks for the Help
Fly Safe
-Seth
AB = 120% ish boost in speed MWD = 500% ish boost in speed
BUT! MWDs decrease capacitor max ammount by 25% and increse your signiture radius by quite a bit (meaning you'l get locked faster and bigger guns will find it easier to hit you)
some ships (like interceptors) work best with MWD. others steer well clear tbh
I will save you, but make sure you bring beer - Wrangler and cAKe - Imaran I thought it was bREe, omgi'mgivingawaymodroomsecwetsftl - Cortes when come back ... bring PIE. Me like PIE. -Capsicum |

Golden Helmet
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Posted - 2006.03.22 21:38:00 -
[4]
pro's and cons of afterburbers:
Pro's:
Relativly low cap use and fitting compared to MWD's No capacitor penalty No sig radius penalty for use Can be used in complex's
Con's:
The speed bonus isnt all that great You don't get up to speed as quick as you do w\ MWD's.
And MWD's:
Pro's:
Insane speed One activation is often enough to get in to tackle range
Con's:
Leaving your MWD on is signing your own death warrent 25% cap penalty High cap useage (NEVER leave it on) High signature radius penalty when in use, making you easier to hit and makes missles hit harder High fittig requirements compared to afterburners Can't be used in Deadspace, so complex hunting is a no-no
Thats about all i can think of. I normaly fit MWD's on frigates, and usualy AB's on cruisers (sometimes MWD's, but not too often).
Don't worry, your sig is safe...wait...oops. --Jorauk |

Hesed
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Posted - 2006.03.22 21:51:00 -
[5]
Either is fine, but both will limit your selection of targets depending on what you're flying and what they're flying.
If you're in a Thorax, the obvious choice is probably MWD. Just turn it off when you get in web range, or if you're using rails, just use it to modulate distance.
If you're in a Rifter, MWD might save your from heavy missiles (I think), and make no difference with lights, but AB will preserve you from fast medium turrets like blasters. It'll even save you from artillery when webbed if you've also got a tracking disruptor. On a frig, AB means alot more cap, like what you might need for brief use of a 20km scram. Don't think a Frigate can never survive without a propulsion mod though. Cruiser tracking is notoriously bad, and webber makes AB/MWD almost meaningless if you expose yourself to it.
You have to consider your whole setup and how the propulsion mod fits into the whole schema. You also have to weigh the abilities of the target, or both of your gangs. The real question is if you can keep the range you want for just long enough, and can you get to a target in time. Don't get too bogged down in sustainability. Just plan for type of situation, and then try and find that fight.
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Seth Hanaga
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Posted - 2006.03.22 21:51:00 -
[6]
I am currently experimenting on an Incursus. With Cold Gas Arcjet Thrusters (Best frig After Burner i think)i can 750 m/s which seams to catapault me into combat quick enough.
My current set up
Anode Light Electron Particle Cannon 1 x 2 Limited Light Neutron Blaster l Small Shield Booster 1 Cold Gas Arcjet Thrusters And Small Armour Repairer
Any obvious problems?
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Alexis DeTocqueville
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Posted - 2006.03.22 22:40:00 -
[7]
Originally by: Golden Helmet t 25% cap penalty
He's Gallente, he can fly a Thorax, which will reduce that substantially.
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Seth Hanaga
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Posted - 2006.03.23 08:01:00 -
[8]
Originally by: Hesed Either is fine, but both will limit your selection of targets depending on what you're flying and what they're flying.
If you're in a Thorax, the obvious choice is probably MWD. Just turn it off when you get in web range, or if you're using rails, just use it to modulate distance.
If you're in a Rifter, MWD might save your from heavy missiles (I think), and make no difference with lights, but AB will preserve you from fast medium turrets like blasters. It'll even save you from artillery when webbed if you've also got a tracking disruptor. On a frig, AB means alot more cap, like what you might need for brief use of a 20km scram. Don't think a Frigate can never survive without a propulsion mod though. Cruiser tracking is notoriously bad, and webber makes AB/MWD almost meaningless if you expose yourself to it.
You have to consider your whole setup and how the propulsion mod fits into the whole schema. You also have to weigh the abilities of the target, or both of your gangs. The real question is if you can keep the range you want for just long enough, and can you get to a target in time. Don't get too bogged down in sustainability. Just plan for type of situation, and then try and find that fight.
Well given the very short range of my Weapons this set up is ment to be for single targets. The idea to warp in and use my AB to catapult myself into combat then take a low orbit so they will strugle even more to hit me while i deal out the dmg, if i used and MWD it would probably fit in this concept more easily
Because im flying a Tech 1 Frigates i dont stand much of a chance if i try and take lets say a Cruiser down from long range. I have done experiments and i can sprint 15 km with AB on in 16 secs whioch could be faster but its short enough that they should be able to get too many hits in if at all befor eim in combat
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Brother Zephyl
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Posted - 2006.03.23 08:51:00 -
[9]
Edited by: Brother Zephyl on 23/03/2006 08:53:13 You warp to a belt where you scanned some guy npcing or mining, he is 40 kms from your insertion point. If you want to keep him there, you need to be in scrambling range ASAP, so you hit MWD till you can scramble him. Once he is stuck there, you can turn it off. The AB and MWD, even turned off, will give you the benefit of the speed for a bit
If the guy is at 40 kms and you have an AB fitted, he will be gone before you can reach him.
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Seth Hanaga
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Posted - 2006.03.23 14:22:00 -
[10]
So whats the effective range of a warp scrambler then
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Terranecros
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Posted - 2006.03.27 11:04:00 -
[11]
How well to mwds work on battleships?
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Dark Shikari
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Posted - 2006.03.27 11:05:00 -
[12]
Originally by: Seth Hanaga So whats the effective range of a warp scrambler then
There are all sorts of warp scramblers with various ranges. The standard ones are 20km/high energy usage/1 strength and 7.5km/low energy usage/2 strength.
Originally by: Terranecros How well to mwds work on battleships?
They are tough to manage, as its basically impossible to run one continuously on a combat setup due to their massive cap usage.
[23] Member: Official Forum Warrior
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