| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

RubyPorto
Profoundly Disturbed RED.Legion
6
|
Posted - 2011.11.15 19:17:00 -
[1] - Quote
fRoDdEr's wrote: Except DPS they make no sacrifice.
fRoDdEr's wrote: Except DPS they no sacrifice.
fRoDdEr's wrote: Except DPS no sacrifice.
fRoDdEr's wrote: DPS no sacrifice.
fRoDdEr's wrote: DPS = sacrifice.
Sorry, Please play the Kwik-E-Mart whine pachinko again tomorrow. |

RubyPorto
Profoundly Disturbed RED.Legion
7
|
Posted - 2011.11.15 23:45:00 -
[2] - Quote
Admiral Spaz wrote: T3 align time is also an issue related to botting. 90% of the 0.0 ratting bots use T3 cruisers due to their invulnerability to being caught by actual humans. Yes I realize that not all T3's used in 0.0 are bots.... It's easy to identify them. Even if you manage to jump in system and get a lucky scan on the bot, it's already initiated warp the moment you've entered local. The align speed of the botting T3 means you will NEVER catch him. By the time you land he's already warping off to a safe and cloaking. I can't see why an honest Eve player would defend this at all. Whether you're a high sec miner, mission runner, or ratter. Unkillable bots in these superships only ruin the economy and make your efforts worth less.
Unless you already have the anomaly bookmarked, the align speed of a carrier makes them impossible to catch even if you pick the right anomaly on scan. 2sec to load grid/decloak (if you're lucky, since you appear in local well before you load grid) 10sec to run system scanner (longer if you want to scan instead) 10sec to warp (pretty much minimum) 1 sec to load grid (generous) 1 sec to lock (1 sec ticks) 1 sec for point to cycle on (eve works in 1sec ticks, thats why you get "module lag")
25 seconds total for the carrier to get out, assuming it sits at 0. Is there any way you can justify a T3 Cruiser that takes 25sec to align?
Heck, even discounting warp duration, 15 second align time isn't really justifiable.
A carrier going from 0m/s to warp will be in warp before you land, and all this is assuming you're perfect, and are lucky. If you have a bm, you can catch one if they aren't aligned, or if they're in warp, but pretty much catching any ratter who's paying attention comes down to luck or negligence on the ratter's part (I've been guilty on that one. Never ratting during the AT again)
So.... beyond the faulty premise (that T3 are the problem) and the idea that the solution is an align time nerf to the interdiction nullifier (that nobody uses while ratting), what's your point? T3 are good at things? |

RubyPorto
Profoundly Disturbed RED.Legion
11
|
Posted - 2011.11.19 14:14:00 -
[3] - Quote
Jack bubu wrote: You dont get it, with a sensor resolution above ~ 2500 you can lock anything before it cloaks after jumpin, with the infipoint you wont go anywhere either.
EVE Operates in discrete 1 second ticks. Getting your lock time down below 1second doesn't do you any good. If you are lucky enough to lock, your point will start 1 second later (a t3 likely will not have warped by then, but a proper CovOps will). If they send the command to cloak at the same time they send the one to decloak, they will recloak before you lock. That's why you have your inty pilot burning at them to decloak them, then you can grab them.
T3s are very hard to catch, but they can be caught. Nobody's perfect. |

RubyPorto
Profoundly Disturbed RED.Legion
11
|
Posted - 2011.11.19 14:18:00 -
[4] - Quote
SuperMarine wrote:Covops frigs mwd too fast out of my bubbles and warp away, fix this problem.
/thread
How do you know? No way you can see them through those welding goggles. |

RubyPorto
Profoundly Disturbed RED.Legion
11
|
Posted - 2011.11.19 17:04:00 -
[5] - Quote
fRoDdEr's wrote:Generals4 wrote:fRoDdEr's wrote:Price is never a justification. I do not have anything against people avoiding camps and getting out alive through use of tactics, skill and knowledge. You don't need skill to fly a cloaky t3. All you need to do is fit 1-2 Nanos and hit cloak a split-second after you click warp.
Now what happens if you have the fear of being caught, because your ship is not overpowered? You can always crash the gate and get away on the other side easily, this is what most other cloaky ships do and takes alot of effort to counter. Price is a justification. Better = more expensive. (mostly). What's the point of flying a 500 mill cloaky ship if it isn't superior to the 20-30 mill variant? the cloaky-nullifier T3 sucks at everything but safe travel and costs a buttload. It seems to be the least that it at least excels at that traveling aspect. But i know let's make faction frigates worse than their T1 variants. I mean why the hell should they be better, after all price doesn't justify anything, amiright? And thats where you are wrong. A Cloaky t3 has many uses above being able to travel and scout. It can additionally probe (almost as good as covops), provide gang links or run missions/tank.
Price and Skills aren't a justification, but Capacity is. It's a ****** hauler by volume. |

RubyPorto
Profoundly Disturbed RED.Legion
1138
|
Posted - 2012.01.05 12:51:00 -
[6] - Quote
Zofe Stormcaller wrote:Here is how you kill them.
Your gatecamp needs to have light interdictors with multiple bubbles. You need to organise them so that when the the t3 jumps in they only drop one bubble, or you anchor a few bubblerss to the gate. The t3 will appear for a split second as it cloaks and starts warping. The second this happens you drop another bubble which will cancel the t3's warp. You have your light dictors drop fresh bubbles every second or so while your interceptors with drones assigned burn for and decloak the t3 before the t3 hits align speed from spamming the warp button in a panic.
This kills the t3.
That's a really cool little trick.
I'm glad my mates will think I thought of it. |
| |
|