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Johnny Zhivago
Ministry of War Amarr Empire
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Posted - 2014.05.25 21:25:00 -
[1] - Quote
This was incredibly fun. Hats off to the organizers for their hard work and isk to make it happen.
I hope to do it again soon.
Lesson learned: 60 seconds is a LONG, LONG time to wait for an armor repper to reload!
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Johnny Zhivago
Ministry of War Amarr Empire
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Posted - 2014.05.27 12:39:00 -
[2] - Quote
Rain6637 wrote:...Are you aware of the matches where structure was reached during ancillary repair reload? For the next match, one or both of the repair bonuses can be scaled with a T1 command module to address this. This happened during my match with Piter. I couldn't get close enough to him to do any damage (I burned out my MWD trying to catch him), so my only hope was to survive until the end of the round. I was letting my SAAR reload between cycles, and each 60-second reload lost me some structure, until I finally died. In hindsight I should have had the nanite paste reload turned off. I think the reduced repair rate without the 60-second reload delay may have been enough to save me. Of course, then I'd have had to come up with a better plan for the second round...
I am neutral on the subject of links. As long as we know ahead of time what links will be available, it's just one more part of our theorycrafting. If the links make the matches more exciting to watch, then I'd say they are a positive thing.
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Johnny Zhivago
Estel Arador Corp Services
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Posted - 2014.05.28 13:40:00 -
[3] - Quote
Rain6637 wrote:hey quick thought / question.
a lot of solid PVP videos seem to involve just enough DPS to keep the reps running full-bore. would conventional reps and cap injects avoid the reload problem of ancillaries? It's always a trade-off. Ancillaries give bigger reps while they have fuel (nanite paste), but then have either a long reload time if you reload or smaller reps if you don't reload. Regular reppers repair less than a fueled ancillary but don't need reloaded (assuming you manage your cap). If you use a cap booster to run either kind of repper, you can only fit so many cap booster charges in your hold. In my case I don't think there was an ancillary "reload problem" as much as there was an ancillary "mismanagement problem". Hopefully that's been cured!
Thinking more about warfare links in the tourney, while I understand armor links make some ships harder to kill, you could say the same about speed links or even scram range links. Every ship benefits from some links, and is potentially hurt by others. I don't think adjusting the combination of links to benefit one type of ship over another seems quite as fair as full links or no links at all, but I personally am fine with any combination of links as long as I know ahead of time what to expect.
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