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Dhaaka Vincatar
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Posted - 2006.08.04 03:25:00 -
[1]
I would like some tips on how to properly use this module, plesse :)
It seems to me that in addition to it only affecting turrets, Tracking Disruptors are basically only useful against ship sizes one larger then the one you are flying, ie. Frigate vs Cruiser or Cruiser vs BS. It also seems that an afterburner would provide the same effect, except with additional smaller 'tracking disruptions' to all other ships in the area, instead of one, with the additional benefit of decreasing travel time and providing plenty extra mobility to your ship.
So, is there sometimes about this module I am missing or is this an accurate assessment of its abilities? Are they only useful against ships your own size if used in conjunction with an afterburner? or with a second disruptor?
I appreciate any thoughts on this.
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Still Hart
Aurora Empire
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Posted - 2006.08.04 03:40:00 -
[2]
I haven't tested this, but it seems to me that 2 long-range frigates circling eachother outside web range...the one with the TD wins. *shrug*
Don't forget that TD helps your whole gang where AB only helps you. So many people only look at solo uses but I fly with at least 1 other person for most of my pvp. _____________________
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Angus Torg
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Posted - 2006.08.04 08:02:00 -
[3]
Tracking Disruptor is that tip of cream that makes you rinse and your enemy cry.
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Hydrogen
Art of War
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Posted - 2006.08.04 08:35:00 -
[4]
What does a Tracking Disruptor do? "Disrupts the turret range and tracking speed of the target ship. "
It reduces max range and tracking speed. With some skill and the right module it is app. 50% reduction.
This results in a target's gun range of 20 km if it was 40 km before. 50% slower tracking speed results in less chance to be hit. Coupled with high transversal velocity, most ships wont be able to hit you at all with TD penalty.
Ok, but where and how use it? - Tracking Disruptor is not about ship size, but about guns vs ship size. Eg. a medium pulse laser (which is a small laser) with a Tracking Disruptor on it is nearly as bad in hitting your target like a Focused Pulse Maser (which is a medium laser). With 2 Tracking Disruptors on a target it is way worse. By then a medium pulse laser with 2 TDs on it is as bad in hitting you as a heavy pulse laser without TDs. As a result we find TDs are extremly usefull against ships with guns of a size equal or higher your ship size.
- Tracking disruptors reduce your targets range. Meaning: TDs help you to enter close range battle more safely if fighting low-mid range gun boats (20km-75km)
- Sniper and Wannabee-Sniper: Most ships with a long range setup (considering their size) lack tracking speed. For example a Frigate with medium beam lasers has a lousy tracking speed. A BS with 1400mm has a lousy tracking speed for normal too. In both cases: the lower the sig and the higher the trans velocity, the lesser the chance to be hit. TDs widen that gap even more.
Recommendations: - TDs are extremly usefull if you tend to fight ships with guns of your ship class or higher. - TDs are usefull to support entering close combat. - TDs are well recommended for Crusiers wherever possible. - TDs work in PvE too and fit extremly well on any rat BS.
AF Guide |
Wild Rho
Amarr Black Omega Security
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Posted - 2006.08.04 08:39:00 -
[5]
I'd have preferred it if they reduced your sig radius so they have a negative impact on both turrets and missiles instead of just turrets tbh.
WE ARE DYSLEXIC OF BORG. Refutance is systile. Your ass will be laminated. - Jennie Marlboro
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Serj Darek
Minmatar Mentally Unstable Enterprises
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Posted - 2006.08.04 09:14:00 -
[6]
Originally by: Wild Rho I'd have preferred it if they reduced your sig radius so they have a negative impact on both turrets and missiles instead of just turrets tbh.
So the turret user gets a double negative effect?
Originally by: Tuxford I love how you guys can take stats from a test server that is few months out of date and then panic over them.
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Woopie
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Posted - 2006.08.04 09:45:00 -
[7]
Originally by: Serj Darek
Originally by: Wild Rho I'd have preferred it if they reduced your sig radius so they have a negative impact on both turrets and missiles instead of just turrets tbh.
So the turret user gets a double negative effect?
I believe he means it would do just that. Like the old stealth modules that were once on sisi.
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McTaggart
Gallente
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Posted - 2006.08.04 10:33:00 -
[8]
But then you lose the role of ewar making enemy ships less of a threat to everyone and you end up with just another buff to yourself.
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.08.04 10:44:00 -
[9]
Originally by: Wild Rho I'd have preferred it if they reduced your sig radius so they have a negative impact on both turrets and missiles instead of just turrets tbh.
as was written earlier that would only affect yourself. the way they work now you can prevent a turretboat from hitting not only yourself but all your gangmembers as well.
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James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.08.04 11:15:00 -
[10]
Edited by: James Lyrus on 04/08/2006 11:20:28 Tracking disruptors are not often used in my experience, because of the fact that they're not obviously effective, where things like a webber, ecm or other midslot module is.
With good skills a TD II will drop tracking by 50%. Get a pair of them on a target, and it's turrets are just not going to hit much at all.
In terms of usage, I would still tend to go for an afterburner first, since that gives you a comparable boost in velocity. However, you can only fit 1 ab, where you can fit quite a few more tracking disruptors :).
This is, of course, most obviously useful when you have a smaller ship orbiting a larger, since it'll be having problems hitting you anyway, and a tracking disruptor will push that further away.
Thing is though, tracking penalty is a linear damage reduction against anything with a transverse. If you can still hit me whilst orbiting, the amount of damage _will_ be reduced.
Unlike other forms of EW, tracking disruptors don't lend themselves well to 'lockdown' in the same way as jammers or RSDs, but for that reason they also provide an excellent complement to a 'more standard' setup. A tracking disruptor doesn't stop missiles, drones, nosses, neuts or webbers, and with a selection of these things you're still just as dead.
And for those that say TDs should work against missiles too, I'd have to disagree. If they did, then _everyone_ would be using them.
As it is, they really mess up turret only ships, but since most have secondary weapon systems, they're not really a system that can be relied upon, and so present a tactical choice rather than a no brainer.
Of course, there's still the argument about whether there should be an 'anti missile' EW beyond the one presented by defenders, but they _definitely_ should never be in the same module.
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Izo Azlion
Veto.
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Posted - 2006.08.04 11:39:00 -
[11]
Basically, if you have a small, fast ship and a spare midslot, a TD is the way to go - more reliable but potentially less effective than a jammer, it does great for any situation regarding turrets of the same size or above than your own ship.
Sounds good. Looks like I found something for my Ishtar then XD
Izo Azlion.
--- Veto.
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Frools
Killson Corp
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Posted - 2006.08.04 11:45:00 -
[12]
Use of tracking disruptors: lock amarr ship, activate, bathe in your enemies tears
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Trac3rt
GoonFleet GoonSwarm
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Posted - 2006.08.04 11:46:00 -
[13]
Edited by: Trac3rt on 04/08/2006 11:48:06 They look good on paper, in practice their uses are limited.
My Arbitrator (with Cruiser 5) gives a 66% reduction in optimal and tracking with Turret Destabilisation III and a named (not best) tracking disruptor.
Tracking disruptors don't stop: - Missiles - Drone Ships - Nos Ships - Snipers (don't have the range)
Tracking disruptors also lose a certain amount of effectiveness against targets using close range Autocannon or Railgun setups. The disruptors don't affect the falloff in the slightest, meaning you lose half the bonuses of the module. So while you may reduce the optimal of a blasterboat to 500m, they can hit you at 10-15KM with their falloff. You have to rely on transversal to make yourself impossible to hit, not so easy if they are shooting at a BS sized target.
Optimum targets are: - Short/Medium range laser ships - Medium range AC/RG ships
Considering that most PvP is either at point blank or 100KM ranges, the overall usefulness of the module is severely reduced. They are far from useless, but I wouldn't rely on them to win the day.
Although they do make PvP Zealot pilots cry, which is always funny.
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