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Saladinae
Empyrean Guard Tactical Narcotics Team
29
|
Posted - 2014.04.08 00:06:00 -
[1] - Quote
A guide on fittings and tactics for Afterburner Destroyers and the niche that each of the 7 hulls (Talwar is not in guide since it is an MWD hull) fill depending on their choice of tackle (long or short point).
http://textuploader.com/tdg6 Winmatar > Everything else |

Gregor Parud
429
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Posted - 2014.04.08 07:58:00 -
[2] - Quote
Quote:Advantage 4: If your opponent is a smaller ship that is sig and/or speed tanking you at within 17km, you must get rid of that -25% tracking penalty from the scorch ammo by switching to either Tier 1 crystals or faction ammo (the faction crystals truly are worth their price difference). Bear in mind that Conflag has the same range as multifreq, so there is no need to purchase and carry a set of 8 faction multifreq cyrstals
Conflag has a massive tracking penalty making it useless in that specific situation when compared to MF. Conflag should only be used against bigger/low angular targets where the tracking is not an issue.
Also, you should probably stress that the combination of long point with AB generally is destined to fail and only works against pve fit targets. Also you forego on the long point's main use, tackling from range, and even though the ship might not be able to do damage at that range it does help to catch stuff. It also creates a bigger range buffer in case someone tries to sling shot. So IF one goes for a long point one should use the T2 where possible. |

dragon dildoo
Garoun Investment Bank Gallente Federation
3
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Posted - 2014.04.08 08:17:00 -
[3] - Quote
Nice guide, although I agree with Gregor above me: some of these fits will only work against PvE fit targets.
Most of these long range AB/Long Point dessie's will die horribly to most brawler frigate's, or even any MWD frigate's since you have no way of shutting down the MWD with a Disruptor. Mostly since you have no way to prevent them from coming to you. I would actually only pair a Long Point with a MWD on anything smaller than Cruiser-sized hulls.
I would fly a catalyst with a full rack of blasters, a AB and a scram. This way you would do 400+ DPS easily while being able to maintain range to your target. (unless your are up against a webbing ship or a dual prop frigate which may still outrun you)
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Dato Koppla
Elite Guards Stealth Wear Inc.
532
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Posted - 2014.04.08 10:41:00 -
[4] - Quote
Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers. |

Maeltstome
Twisted Insanity. The Kadeshi
432
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Posted - 2014.04.08 13:22:00 -
[5] - Quote
Dato Koppla wrote:Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.
That's a broad generalisation. As long as you can hit to max point range effectively then your own speed is irrelevant. Ships kiting missiles is another matter - but there are rigs etc. to help with that.
The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle. |

Dato Koppla
Elite Guards Stealth Wear Inc.
532
|
Posted - 2014.04.08 14:18:00 -
[6] - Quote
Maeltstome wrote:Dato Koppla wrote:Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers. That's a broad generalisation. As long as you can hit to max point range effectively then your own speed is irrelevant. Ships kiting missiles is another matter - but there are rigs etc. to help with that. The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle.
It's not the only issue. Even with tracking bonus small pulses, beams, arties and railguns can be speed tanked at close range by faster frigs like the Slasher easily. You're also 100% committed to all fights because you're so slow and have no tackle so if you're using a turret destroyer anything with a TD will wreck you. Also, having everything have the option to disengage you is quite an annoying issue, you'll have so many targets run away, it is incredibly frustrating. |

Maeltstome
Twisted Insanity. The Kadeshi
432
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Posted - 2014.04.08 15:17:00 -
[7] - Quote
Agree'd - my general rule is to try and get as much range out of close range weapons as possible. Dual-Prop +Scram also helps. |

Gregor Parud
431
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Posted - 2014.04.08 16:26:00 -
[8] - Quote
Maeltstome wrote:As long as you can hit to max point range effectively then your own speed is irrelevant
Maeltstome wrote:The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle.
So which is it.
(it's a rhetorical question btw).
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Maeltstome
Twisted Insanity. The Kadeshi
432
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Posted - 2014.04.08 16:38:00 -
[9] - Quote
Gregor Parud wrote:Maeltstome wrote:As long as you can hit to max point range effectively then your own speed is irrelevant Maeltstome wrote:The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle. So which is it. (it's a rhetorical question btw).
I could have expanded on those statements, their juxtaposition doesn't help carry the point admittedly :p
Then again, i thought most folk would fill in the blanks :)
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Saladinae
Empyrean Guard Tactical Narcotics Team
30
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Posted - 2014.04.08 16:43:00 -
[10] - Quote
Dato Koppla wrote:Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.
You obviously don't' fight frigates in these setups. You can have much success than you think against cruisers and bc's in these setups.
In EvE, there exists a class of ships that will hard counter any ship you design. Congratulations on discovering that. Winmatar > Everything else |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 16:46:00 -
[11] - Quote
dragon dildoo wrote:Nice guide, although I agree with Gregor above me: some of these fits will only work against PvE fit targets.
Most of these long range AB/Long Point dessie's will die horribly to most brawler frigate's, or even any MWD frigate's since you have no way of shutting down the MWD with a Disruptor. Mostly since you have no way to prevent them from coming to you. I would actually only pair a Long Point with a MWD on anything smaller than Cruiser-sized hulls.
I would fly a catalyst with a full rack of blasters, a AB and a scram. This way you would do 400+ DPS easily while being able to maintain range to your target. (unless your are up against a webbing ship or a dual prop frigate which may still outrun you)
???
In the guide there is a 650 dps catalyst with a scram. Winmatar > Everything else |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 16:48:00 -
[12] - Quote
Gregor Parud wrote:Quote:Advantage 4: If your opponent is a smaller ship that is sig and/or speed tanking you at within 17km, you must get rid of that -25% tracking penalty from the scorch ammo by switching to either Tier 1 crystals or faction ammo (the faction crystals truly are worth their price difference). Bear in mind that Conflag has the same range as multifreq, so there is no need to purchase and carry a set of 8 faction multifreq cyrstals Conflag has a massive tracking penalty making it useless in that specific situation when compared to MF. Conflag should only be used against bigger/low angular targets where the tracking is not an issue
Any ship that you can maintain a stable orbit around with an AB is obviously a bigger/low angular target. Winmatar > Everything else |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 16:50:00 -
[13] - Quote
Dato Koppla wrote:Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.
How does one get under 75mm rails or small pulse or rockets?
Does anyone think before they type here? Winmatar > Everything else |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 16:52:00 -
[14] - Quote
Maeltstome wrote:Agree'd - my general rule is to try and get as much range out of close range weapons as possible. Dual-Prop +Scram also helps.
How many dessies can fit dual prop + scram without severely gimping themselves? Winmatar > Everything else |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 16:54:00 -
[15] - Quote
Dato Koppla wrote:. Also, having everything have the option to disengage you is quite an annoying issue, you'll have so many targets run away, it is incredibly frustrating.
It's been said many times in the guide that these destroyers are meant for wolfpacks. You will need an MWD in practically every solo fit, this was also mentioned in the guide. Winmatar > Everything else |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 17:02:00 -
[16] - Quote
Gregor Parud wrote: Also, you should probably stress that the combination of long point with AB generally is destined to fail
I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. Winmatar > Everything else |

Gregor Parud
431
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Posted - 2014.04.08 17:34:00 -
[17] - Quote
Saladinae wrote:Gregor Parud wrote: Also, you should probably stress that the combination of long point with AB generally is destined to fail
I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. The short point dual rep Dragoon also does well against cap users. I've killed zelaots with them.
AB fit Zealot, sure. Non prop mod fail fit ships, sure. Approach hitting eager RvB newbies, sure. An actually decent fitted pvp ship with a pilot that has higher brain functions? No, not happening. |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 18:44:00 -
[18] - Quote
Gregor Parud wrote:Saladinae wrote:Gregor Parud wrote: Also, you should probably stress that the combination of long point with AB generally is destined to fail
I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. The short point dual rep Dragoon also does well against cap users. I've killed zelaots with them. AB fit Zealot, sure. Non prop mod fail fit ships, sure. Approach hitting eager RvB newbies, sure. An actually decent fitted pvp ship with a pilot who has higher brain functions? No, not happening.
How do MWD zealots use prop when neuted out by a dragoon?
PL often employed propless and AB zealots in doctrines during the Providence invasion. People started mimicing the buffer fitted Zealots and sat at zero on gates. I put my drones on the inty and got under the Zealots guns with my AB. Inty warped away and zealot didnt' deagress soon enough.
One neut, one anc rep and changing between neut and dps drones killed him. I'd switch to neut drones when I needed to repair armor back to full.
The inty would come on and off grid, and was chased away by my drones each time.
But true fact in EvE, there exists a multitude of ships that will BBQ any ship you're flying. Winmatar > Everything else |

Gregor Parud
431
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Posted - 2014.04.08 18:54:00 -
[19] - Quote
Saladinae wrote:Gregor Parud wrote:Saladinae wrote:Gregor Parud wrote: Also, you should probably stress that the combination of long point with AB generally is destined to fail
I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. The short point dual rep Dragoon also does well against cap users. I've killed zelaots with them. AB fit Zealot, sure. Non prop mod fail fit ships, sure. Approach hitting eager RvB newbies, sure. An actually decent fitted pvp ship with a pilot who has higher brain functions? No, not happening. How do MWD zealots use prop when neuted out by a dragoon? PL often employed propless and AB zealots in doctrines during the Providence invasion. People started mimicing the buffer fitted Zealots and sat at zero on gates.
Well, if you start out at long point range (well outside your neut range), I'd say they just MWD away from you in a straight line hitting you with heavy pulses as you hit approach. And if by chance you happen to catch them short range all they have to do is burn away in whatever direction, like any smart turret pilot who doesn't have drones on his ship would do, and the same thing happens again; you hit approach, your measly ~800m/s is no match for the Zealot's 1700-2400m/s and because of the near zero transversal his heavy pulses turn you into space dust.
If you mean some clown who enjoys sticking around a small ship while he doesn't have webs and/or drones I will point at the "a pilot who has higher brain functions" bit. Super specialised fringe cases are hardly a valid reason to state a specific strategy to be generally valid. AB + long point generally isn't logical to do.
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Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 19:01:00 -
[20] - Quote
Gregor Parud wrote:AB + long point generally isn't logical to do.
The Dragoon fits in the guide are short point. The Zealot is dead unless he fits the smallest possible pulses and webs you.
The Long Point fits are for gangs, not solo warfare. Long point on buffer Megaton from a Coercer is gg. Winmatar > Everything else |

Gregor Parud
431
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Posted - 2014.04.08 19:06:00 -
[21] - Quote
Saladinae wrote:Gregor Parud wrote:AB + long point generally isn't logical to do.
The Dragoon fits in the guide are short point. The Zealot is dead.
Wait, what?
you: "here's some strategies to use, AB + long point" us: " uhm, generally that'll just suck unless you run into idiots" you: "nuhuh, lookie here, in this specific scenario a dragoon will kill a zealot for sure!" me: "uhm no, not really, you only have 2 mid slots so he'll just burn away from you and nuke you, unless of course it's an aforementioned idiot" you: "but the Dragoon has a scram so he doesn't get away!" me: "what? I thought you were trying to validate your choice of fitting a long point?"
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Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 19:09:00 -
[22] - Quote
Gregor Parud wrote:Saladinae wrote:Gregor Parud wrote:AB + long point generally isn't logical to do.
The Dragoon fits in the guide are short point. The Zealot is dead. Wait, what? you: "here's some strategies to use, AB + long point" us: " uhm, generally that'll just suck unless you run into idiots" you: "nuhuh, lookie here, in this specific scenario a dragoon will kill a zealot for sure!" me: "uhm no, not really, you only have 2 mid slots so he'll just burn away from you and nuke you, unless of course it's an aforementioned idiot" you: "but the Dragoon has a scram so he doesn't get away!" me: "what? I thought you were trying to validate your choice of fitting a long point?"
There wouldn't' be all this confusion if you read the entire guide, it's not my fault that you spout incoherent babble because you comment on a guide that you haven't read.
The AB long Point will do fine against Battleships and slow Bc's in a wolfpack. The AB long point is not a solo ship. Winmatar > Everything else |

Gregor Parud
431
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Posted - 2014.04.08 19:11:00 -
[23] - Quote
We comment on your choices to combine long points with AB and state it's not all that hot. You reply that it's great and prove that to us by using a fit that uses a scram?
Do you even logic? |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 19:12:00 -
[24] - Quote
Gregor Parud wrote:We comment on your choices to combine long points with AB and state it's not all that hot. You reply that it's great and prove that to us by using a fit that uses a scram?
Do you even logic?
Because you are discussing them in solo/1v1 situations. They have their role in a frigate/dessie roam. Primary to hold down BB's and certain BC's. You're out of web range and the big guns can barely touch you, and unless they are fit for speed, even their MWD can't outrun you so long as you overheat your AB. Winmatar > Everything else |

Gregor Parud
431
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Posted - 2014.04.08 19:19:00 -
[25] - Quote
Saladinae wrote:Gregor Parud wrote:We comment on your choices to combine long points with AB and state it's not all that hot. You reply that it's great and prove that to us by using a fit that uses a scram?
Do you even logic? Because you are discussing them in solo/1v1 situations. They have their role in a frigate/dessie roam. Primary to hold down BB's and certain BC's. You're out of web range and the big guns can barely touch you, and unless they are fit for speed, even their MWD can't outrun you so long as you overheat your AB. You frigate/destroyer buddies will be weaving in to apply their damage (and a scram/web) and they will weave out when they take too much damage. While they are weaving out, your Long Point keeps him pinned indefinitely. The guide even warns about people with "1v1 tunnel vision." That's you.
So your "I killed this and this, look it's awesome" should be read as "the fleet I'm in killed it and I leeched onto the killmail with my long point". Noted.
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Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 19:26:00 -
[26] - Quote
Gregor Parud wrote:
So your "I killed this and this, look it's awesome" should be read as "the fleet I'm in killed it and I leeched onto the killmail with my long point". Noted.
From the guide:
Quote:The Afterburner Long Point Destroyer is perhaps the best destroyer class for a beginner to use, but it's not a solo ship, it's a gang ship you use on a frigate roam. Your goal is to speed and sig tank and prevent your target from warping off the field. Preferably you want to have either a medium tank or as much dps as you can, do not do both. Most new players should be able to mimic these fittings with tier 1 mods if they do not have the skills to fit the optimal tech 2 mods.
Your buddies in fleet will often be applying webs and scrams (short points), but since they are frigates/dessies themselves, they will often have to abandon field temporarily either repair or re-approach. It's during this period that your Long Point shines, because it keeps him tackled, and since you're out of web range, you need not worry about having your movement impaired. When one of your buddies leaves the field, another one of your buddies should be moving in for the short point and/or web, while your Long Point keeps him tackled during this transition.[
Assuming your buddies are not braindead and know how to weave in and out of combat, your long point provides a consistent tackle.
You're applying UPWARDS of 250dps from that long point range. You are hardly leeching on the killmail. Winmatar > Everything else |

Gregor Parud
431
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Posted - 2014.04.08 20:04:00 -
[27] - Quote
Yes well, good luck with your 800m/s non-scram ship. Just don't tell newbies to use it unless they're blobbing the **** out of someone or are killing PVE fits. |

Saladinae
Empyrean Guard Tactical Narcotics Team
30
|
Posted - 2014.04.08 20:06:00 -
[28] - Quote
Gregor Parud wrote:Yes well, good luck with your 800m/s non-scram ship. Just don't tell newbies to use it unless they're blobbing the **** out of someone or are killing PVE fits.
it works fine in 5+man frigate/dessie gang. Winmatar > Everything else |

Gregor Parud
431
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Posted - 2014.04.08 20:45:00 -
[29] - Quote
Saladinae wrote:Gregor Parud wrote:Quote:Advantage 4: If your opponent is a smaller ship that is sig and/or speed tanking you at within 17km, you must get rid of that -25% tracking penalty from the scorch ammo by switching to either Tier 1 crystals or faction ammo (the faction crystals truly are worth their price difference). Bear in mind that Conflag has the same range as multifreq, so there is no need to purchase and carry a set of 8 faction multifreq cyrstals Conflag has a massive tracking penalty making it useless in that specific situation when compared to MF. Conflag should only be used against bigger/low angular targets where the tracking is not an issue Any ship that you can maintain a stable orbit around with an AB is obviously a bigger/low angular target.
Wait I missed this little gem:
- you state that if your opponent is smaller/speed tanking you shouldn't use scorch up close due to tracking issues (which is 100% correct) - you also state that you don't need to bring MF because conflag exists
When pointed out the obvious issue with example WHERE CONFLAG WILL OBVIOUSLY SUCK COMPARED TO MF BECAUSE OF THE EXACT SAME REASON SCORCH DOES you then reply with "yeah well, shoot bigger targets then".
NO, your "advice" to not bring MF because you have conflag is FCKING STUPID
It's a big long list of stuff that's all over the place and full of weird combinations and contradictions. Start making some sense. |

Lilith Velkor
Doughboys Shadow Cartel
2
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Posted - 2014.04.08 21:26:00 -
[30] - Quote
Saladinae wrote: How does one get under 75mm rails or small pulse or rockets?
Does anyone think before they type here?
With small pulses, you simply orbit at 500m on afterburner. The problem is not to get under the small pulses, it is not to get under your own tracking due to stupid tracking formula.
So after you realize both you and the pulse ship do not hit anything, you gradually increase orbit to a point where you can hit, but he does not. It isnt rocket science.
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