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kessah
Caldari Blood Corsairs
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Posted - 2006.08.15 01:37:00 -
[1]
Would be nice to have a module that could be like a emp burst that temporarly makes drones go nuts and attack anything on the players overview. Make them unresponsive and crazed for 20seconds or so.
Could even have the ecm burst module converted into it?
Drones especially t2 Heavy drones are incredibly powerful, they can even track ceptors which im not entirly impressed with and hitting from non-drone bonused ships for 100~150 dmg a shot. Must say i was in awe when my pilgrim was melted in less time it takes to sneeze by t2 berseker drones not even the time to align and warp 
Other than killing them perhaps just make them go crazy for a period of time heh. Just an idea. --------------------------------------------------------
Forever Pirate |

kessah
Caldari Blood Corsairs
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Posted - 2006.08.15 01:52:00 -
[2]
Actually, the ecm bursts work on drones?
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Forever Pirate |

voogru
Gallente Massive Damage
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Posted - 2006.08.15 01:54:00 -
[3]
Edited by: voogru on 15/08/2006 01:54:46 Maybe you can use that little sword your carrying in your sig? 
Anti-Drone module, fine, but give us an anti-missile module that takes out every single missile for 20 seconds.
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Striker IV
Gallente Brother in Arms Corp
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Posted - 2006.08.15 01:57:00 -
[4]
bursts do work as far as i know, but the owner just has to click " engage target " again .
Team work is essential... It gives the other team something ELSE to shoot at!
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fkingfurious
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Posted - 2006.08.15 01:59:00 -
[5]
An ECM burst will break their lock, but they re-lock instantly. HOWEVER, if the guy controlling the drones is also jammed, he cant order then to attack u again and they'll return to orbit him like little sheep.
And heavy drones realy do struggle to hit a frigate or cepter, as long as u stay still. Moving actually makes it easier for them to hit u, stupid as that sounds. Tho in a cruiser t2 zerkers will BBQ u.
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Luc Boye
Evolution Band of Brothers
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Posted - 2006.08.15 02:26:00 -
[6]
How about anti-missile module?
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FFGR
Euphoria Released Euphoria Unleashed
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Posted - 2006.08.15 02:28:00 -
[7]
Edited by: FFGR on 15/08/2006 02:27:39
Originally by: Luc Boye How about anti-missile module?
Read one of the latest Tuxford's blogs/posts ? _____________________________
siggys v. 0.5 |

Luc Boye
Evolution Band of Brothers
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Posted - 2006.08.15 02:45:00 -
[8]
Originally by: FFGR Read one of the latest Tuxford's blogs/posts ?
I'll believe it when I see it (working) in game.
---
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Dr Happy
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Posted - 2006.08.15 03:36:00 -
[9]
SMart bomber and small guns work well on them. if you have trouble clikcing on them you can always set them to show on your overview
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Lucian Corvinus
Gallente Expert Systems
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Posted - 2006.08.15 07:27:00 -
[10]
Weee... a module about countering drones, and all the gallente ship using tards, start crying over something else
Well to start some facts, drone users have 4 drone specific modules to aid there drones, missile users only have 1 specefic. It would only be fair that we got some drone countering module especially when drones work even when you are jammed. FOF missiles are waaay to undependable, and there are only fof for half the launchers....
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Risien Drogonne
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Posted - 2006.08.15 08:07:00 -
[11]
Ant-drone modules are called....
Guns.
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Vicious Phoenix
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Posted - 2006.08.15 08:13:00 -
[12]
No, anti-drone modules are called light drones :)
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Nidhoggur
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Posted - 2006.08.15 08:26:00 -
[13]
Originally by: Lucian Corvinus Weee... a module about countering drones, and all the gallente ship using tards, start crying over something else
Well to start some facts, drone users have 4 drone specific modules to aid there drones, missile users only have 1 specefic. It would only be fair that we got some drone countering module especially when drones work even when you are jammed. FOF missiles are waaay to undependable, and there are only fof for half the launchers....
Have you actually seen the drone upgrades? 3/4 are completely useless. I would prefer if they were all scrapped and replaced with a ROF+DMG bonus like missile users can get.
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Risien Drogonne
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Posted - 2006.08.15 09:11:00 -
[14]
Originally by: Vicious Phoenix No, anti-drone modules are called light drones :)
That's not a module, silly!
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Hydrogen
Art of War
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Posted - 2006.08.15 09:21:00 -
[15]
Edited by: Hydrogen on 15/08/2006 09:21:23
Originally by: Nidhoggur Have you actually seen the drone upgrades? 3/4 are completely useless. I would prefer if they were all scrapped and replaced with a ROF+DMG bonus like missile users can get.
Useless?
Drone Control Unit - extra drones are not useless on Carriers Drone Link Augmentator - I fail to see, how sniping with sentry drones using that module is useless? Drone Navigation Computer - Use your drones from distance, only worth it with T2 drones Omnidirectional Tracking Link - Sentry drones love it
Just because they offer no close combat advantage doesnt mean those are uselesss. Not at all.
AF Guide |

Espen
Shinra Lotka Volterra
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Posted - 2006.08.15 09:55:00 -
[16]
smartbomb?
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Benglada
Central Defiance
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Posted - 2006.08.15 10:34:00 -
[17]
as a drone user whos never had his drones break lock, id probably never resend my drones instantly ,itd probably take me a good 10-15 seconds to realise im doing no damage >.< ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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Djerin
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Posted - 2006.08.15 11:07:00 -
[18]
Originally by: Hydrogen Useless?
Drone Control Unit - extra drones are not useless on Carriers Drone Link Augmentator - I fail to see, how sniping with sentry drones using that module is useless? Drone Navigation Computer - Use your drones from distance, only worth it with T2 drones Omnidirectional Tracking Link - Sentry drones love it
Just because they offer no close combat advantage doesnt mean those are uselesss. Not at all.
You're joking, right?
Either you rely on your drones damage entirely or you you use them as an additional weapon system.
In first case there is no module at all that increases the drones damage. The increased mwd-speed is in fact useless because you will want to be close enough to NOS anyway so you gain nothing of it. The same thing applies to the drone range augmentation. And the tracking-thingie is only usefull when you've got a small dronebay and cannot carry arround all types of drones (which is odd, because you're not gonna use such a ship as a drone platform).
In second case you might like the enhanced range (although any battleship can mount weapons that strike at way bigger distances), but as the drones are an additional weapon system you'll need to do your main damage with your ship. Usually you fit your ship as if you didn't have drones in this case.
As you see there isn't much you gain from the modules.
And i'm not gonna comment on the carrier-module. Have you ever seen this module actually?
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Hydrogen
Art of War
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Posted - 2006.08.15 11:28:00 -
[19]
Edited by: Hydrogen on 15/08/2006 11:30:47
Originally by: Djerin Either you rely on your drones damage entirely or you you use them as an additional weapon system.
Actually you can use drones for more - rtfm helps.
Originally by: Djerin In first case there is no module at all that increases the drones damage. The increased mwd-speed is in fact useless because you will want to be close enough to NOS anyway so you gain nothing of it. The same thing applies to the drone range augmentation. And the tracking-thingie is only usefull when you've got a small dronebay and cannot carry arround all types of drones (which is odd, because you're not gonna use such a ship as a drone platform).
1. I find nothing wrong with T2 drone damage so far. If you want to increase drone damage, skills do help alot.
2. If you want to be close or not depends on your tactic and the drones you use. If you support your gang with EW and similar drones, you in fact want to be as far away as possible, while still being effective. If you use Sentry drones to snipe, range is a great asset too. There are loads of more reasons for range on drones.
3. "And the tracking-thingie is only usefull when you've got a small dronebay" I am sorry, but this statement is simply not true. Go for some sentry drones and you will know.
Just because you are unable to figure out a way to put those things to use does not mean those items are useless. It just shows your lack of understanding to learn how.
AF Guide |

kessah
Caldari Blood Corsairs
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Posted - 2006.08.15 12:04:00 -
[20]
Edited by: kessah on 15/08/2006 12:04:28
Originally by: Risien Drogonne Ant-drone modules are called....
Guns.
Well done smartass. heh.
Smartbombs arernt really realistic as a fitting option.
Would just be nice to knock out drones for 10-15 seconds, i mean t2 heavies im not even going to tell you how scary that damage is, even on a geddon or megathron without the bonus.
i was just shocked at how quick i died with 65% resitance to armour, im not saying NERF *noob, noob, cry, whine* but be nice to have that ecm burst work for only drones and for a couple seconds? make em go all nuts and stuff would be fun to watch.
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Forever Pirate |

Lucian Corvinus
Gallente Expert Systems
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Posted - 2006.08.15 12:17:00 -
[21]
Originally by: kessah
i was just shocked at how quick i died with 65% resitance to armour, im not saying NERF *noob, noob, cry, whine* but be nice to have that ecm burst work for only drones and for a couple seconds? make em go all nuts and stuff would be fun to watch.
I like the idea, we could use such a module, cause there really aren't a counter for drones atm.
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Steven Dynahir
Gallente Avaruuslaivanrakentajat Oyj
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Posted - 2006.08.15 12:32:00 -
[22]
Quote: Either you rely on your drones damage entirely or you you use them as an additional weapon system.
Hey.. Have you heard of an Ishtar?
 --- Sell orders Recruitment
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Sheeana
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Posted - 2006.08.15 12:39:00 -
[23]
Edited by: Sheeana on 15/08/2006 12:41:11 On my Ishtar I use 1 drone tracking mod and 1 speed so they can hit frigs and get about the map better, but the others to me even in other ships just either gimp my setup or add to little for what you get out of them.
Say your in a Domi and you have 50km drone range, to be able to snipe with sentry drones you would have to completely fill yout highs with mods which will use 300cpu and you only have 5 guns.... You just cant snipe with drones aswell as guns but sentry drones are usefull if you cba to wait for you heavies to reach a target 50km away.
I do think a drone damage mod would be overpowered but not if it was a high slot mod and suffered from stacking penalty.
In terms of anti drone mods I dont think you should have anything to effective as its easyer to launch anouther wave of missiles or laser beams than it is a wave of drones that you only have 3 waves of MAX. I did see a realy good idear about making drones a high slot mod type launcher that would launch drones and if they got taken out then you would have to wait for them to respawn/reload. Then you can have your drone counters and it would make true drone ships and gun/missile ships not the kind of half bread wepon system that drones are atm.
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VoxDei
Caldari Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.08.15 13:29:00 -
[24]
To all the people saying that if they implement an anti-drone module you want an anti-missile module: Drones != Missiles. Missiles are a primary weapon system, equivalent to turrets. Drones are not: you can mount guns as well as drones. OK, granted, the drone-carrier ships are intended to use drones as a major part of their damage output, but they're still expected to be using guns.
Anyway, you've got an anti-missile system: defenders. OK, they don't work perfectly and you have to use a high-slot on a launcher, but nobody's asking for a module that allows you to insta-kill all drones around you either.
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Anargo Tyrsis
Soulfire Inc.
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Posted - 2006.08.15 13:31:00 -
[25]
Originally by: Hydrogen Just because you are unable to figure out a way to put those things to use does not mean those items are useless. It just shows your lack of understanding to learn how.
QFT... |

Grey Area
Caldari
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Posted - 2006.08.15 13:43:00 -
[26]
1. Scrap Defenders 2. Scrap Turret disrupters 3. Introduce decoys
Decoys don't affect ANY particular weapon...they affect ALL weapons...because they confuse your ship's targetting into thinking that the decoy is your ship. The decoy is launched from a special decoy launcher (that requires a hi-slot but no hardpoint). The launcher carries it's own ammo, enough for 5 shots. It cannot be reloaded. (when it runs out, you buy a new one). The decoy takes a certain amount of damage and then deactivates. ROF on the launcher would be such that you cannot simply launch one after the other...
Works on lasers, missiles, drones, hybrids, projectiles, nosferatu, warp scramblers, ECM...anything that requires a target. Smartbombs unaffected, though they would add damge to both the decoy AND the ship if inrange, meaning the decoy expires earlier.
The fact that it works on warp scramblers opens the possibility for the scrapping of warp core stabs. I am not sure how I feel about that at all... --- Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |

Gunstar Zero
Caldari Reikoku Band of Brothers
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Posted - 2006.08.15 13:47:00 -
[27]
sounds pretty cool to me.
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Audrea
Widowmakers Novus Ordos Seclorum
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Posted - 2006.08.15 14:49:00 -
[28]
Originally by: Grey Area Edited by: Grey Area on 15/08/2006 13:54:58 Edited by: Grey Area on 15/08/2006 13:46:03 1. Scrap Defenders 2. Scrap Turret disrupters 3. Introduce decoys
Decoys don't affect ANY particular weapon...they affect ALL weapons...because they confuse your ship's targetting into thinking that the decoy is your ship. The decoy is launched from a special decoy launcher (that requires a hi-slot but no hardpoint). The launcher carries it's own ammo, enough for 5 shots. It cannot be reloaded. (when it runs out, you buy a new one). The decoy takes a certain amount of damage and then deactivates. ROF on the launcher would be such that you cannot simply launch one after the other...
Works on lasers, missiles, drones, hybrids, projectiles, nosferatu, warp scramblers, ECM...anything that requires a target. Smartbombs unaffected, though they would add damge to both the decoy AND the ship if inrange, meaning the decoy expires earlier.
The fact that it works on warp scramblers opens the possibility for the scrapping of warp core stabs. I am not sure how I feel about that at all...
The fact that it works on nosferatu offers a counter to this where there is currently none.
Firing ship SHOULD be able to target it's own decoy so that it can run armour/shield repairers on it to maintain it as long as possible.
*EDIT* I forgot to say that decoys would be size specific. Frigates would fire frigate sized decoys, with only a few hit points but which would be subject to the same damage reductions from "oversized" weapons. BS's would carry BS decoys, having many more HP's but taking full damage from larger weapons.
I think some penalty on the ship with an active decoy would be required...maybe a reduction in rate of fire for all weapons to reflect the extra CPU being used to maintain the decoy.
Very good idea, but still needs to work on 2 things:
1) If the decoy is stationary - large guns will hit it almost to full extent, even if its frig sized (ever seen Moros killing ceptor in one hit of capital railgun? :P ).
2) If the decoy is stationary, and the ship is not - what will happen when ceptor goes to 40km from the decoy before its down? will the other side be able to 'see' where the true ship is at all? ------------------ Tired of fleet combat lag? -Post HERE
All posts are my personal opinions.  |

Grey Area
Caldari
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Posted - 2006.08.15 15:01:00 -
[29]
Edited by: Grey Area on 15/08/2006 15:04:46 *deleted* - editing --- Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |

Darpz
Rampage Eternal
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Posted - 2006.08.15 15:11:00 -
[30]
if your king of micro 5 ecm drones will cancel out a domis drones. but its a ***** to do
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Death Merchant
InterGalactic Corp. Imperial Republic Of the North
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Posted - 2006.08.15 15:17:00 -
[31]
Originally by: Grey Area Edited by: Grey Area on 15/08/2006 15:09:40 More detail than I wanted to give at the start...but since you asked...
Originally by: Audrea 1) If the decoy is stationary - large guns will hit it almost to full extent, even if its frig sized (ever seen Moros killing ceptor in one hit of capital railgun? :P ).
I envisaged that the decoy would simulate the ship...it would move as the ship did (pretend it's an NPC for sake of argument)
Second option - think of the decoy as a really big drone...you can tell it to attack a target, or orbit your ship. Of course it has no weapons, but it would control the way it moved. Attack would try to put distance between you and the decoy, orbit would keep it close to you...which you choose depends how your weapons are set on your ship.
Originally by: Audrea 2) If the decoy is stationary, and the ship is not - what will happen when ceptor goes to 40km from the decoy before its down? will the other side be able to 'see' where the true ship is at all?
This was actually one of the penalties I envisaged for the firing ship...as soon as it fires the decoy, it's speed is capped to 10% maximum...the controlling ship would still be clearly visible...interceptor pilots would thus have a choice...do damage to the decoy to try and destroy it, or stay near to the controlling ship ("approach" and "orbit" would still work, but they would not be able to fire upon it...all fire would default to the decoy) so that they could resume the attack when the decoy failed.
I would say the Decoy ship would never stray more than 50km from the "real" ship.
I dont think our current game enviroment could support such a thing. I do however think its a valid idea.
"What happens in Deklien stays in Deklien". |

Grey Area
Caldari
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Posted - 2006.08.15 15:32:00 -
[32]
Edited by: Grey Area on 15/08/2006 15:35:14
Originally by: Death Merchant I dont think our current game enviroment could support such a thing. I do however think its a valid idea.
You want to expand on that? I don't see it as being so system intensive...it's adding a short lived NPC/drone type entity to a combat...not really that much in terms of extra resources. And the calculations are very simple
If Decoy = Active Then damage drone If Decoy = not active Then damage ship
Am I missing something?
BTW, no-one asked yet, but I am sure they will...yes, you could fit multiple decoy launchers...if you really want to sacrifice all those hi-slots...but the delay between firing decoys would remain the same...you would not be able to launch a new decoy from ANY launcher within say 30 seconds of the loss of control of the previous one. --- Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |

Savion Mercarte
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Posted - 2006.08.15 15:35:00 -
[33]
I like the idea. Just something simple. Like "1/2 Sig Radius to drones." Or a burst-ecm-like smartbomb-ish thing that renders drones unable to attack for 5 seconds.
But... balanced.
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KillerLU
VakAtioth
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Posted - 2006.08.15 18:14:00 -
[34]
Originally by: Grey Area 3. Introduce decoys
Interesting idea. Maybe making a new thread helps to make this idea a bit more public?
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Djerin
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Posted - 2006.08.15 18:49:00 -
[35]
Originally by: Hydrogen Actually you can use drones for more - rtfm helps.
Actually i was talking about the drone augmentations. I didn't ever say drones suck, but the augmentations do. You've been whining about getting arsed by some drone-using-pirate or whatever. So i was referring to pvp either. Have you ever seen any pvp-setup that kicks a** because the augmentations? You see? This is what i tried to explain.
Furthermore i know sentries are neat and stuff. But who uses them in pvp??
...
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Risien Drogonne
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Posted - 2006.08.15 18:54:00 -
[36]
Originally by: VoxDei To all the people saying that if they implement an anti-drone module you want an anti-missile module: Drones != Missiles. Missiles are a primary weapon system, equivalent to turrets. Drones are not: you can mount guns as well as drones. OK, granted, the drone-carrier ships are intended to use drones as a major part of their damage output, but they're still expected to be using guns.
Drones are a primary weapon system too. Those gun mounts you're talking about on droneships come coupled with a gimped powergrid and a low amount of high slots, making it difficult to fit real guns to a droneship.
And I can turn this around on you... Those missile ships are expected to use drones. Does that make drones YOUR primary weapon?
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Nidhoggur
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Posted - 2006.08.15 20:13:00 -
[37]
Edited by: Nidhoggur on 15/08/2006 20:13:57
Originally by: Hydrogen Edited by: Hydrogen on 15/08/2006 09:21:23
Originally by: Nidhoggur Have you actually seen the drone upgrades? 3/4 are completely useless. I would prefer if they were all scrapped and replaced with a ROF+DMG bonus like missile users can get.
Useless?
Drone Control Unit - extra drones are not useless on Carriers Drone Link Augmentator - I fail to see, how sniping with sentry drones using that module is useless? Drone Navigation Computer - Use your drones from distance, only worth it with T2 drones Omnidirectional Tracking Link - Sentry drones love it
Just because they offer no close combat advantage doesnt mean those are uselesss. Not at all.
Oh. How wonderfully condescending. It's the old "Just because you can't find a use for them, doesn't mean they're rubbish" chestnut. You see, heres the thing.
The Drone Control Unit is useful on one ship. One. You might as well completely discount it as an upgrade for drone users, in the same way we discount Cov Ops Cloaks, and Siege Modules.
The Drone Link Augmentator is the only useful mod I spoke of. Of course, the fact that turret users get a Range and a DMG/ROF mod doesn't matter at all, I presume.
The Drone Navigation computer... A slight increase in speed. Whooptidoo. Forgive me if I don't suddenly find myself chucking my own Mwd (which would of course give me more speed) into the bin.
As for the Omnidirectional Tracking Link, well, it shares some similiarities with the DCU, in that its completely useless for most drone ships. There are specialist cases... For sentry drones, because the extra range will actually matter there, and for, as another poster quite rightly said, ships with smaller drone bays... I saw your superb reply to that one, too. Think it through... The ship only has a big enough hold to field 5 large drones and nothing else, so needs the tracking module to help their large drones hit the smaller ships. The question is... Can you actually think of one ship that applies to?
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Cupdeez
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Posted - 2006.08.15 21:05:00 -
[38]
Originally by: kessah Would be nice to have a module that could be like a emp burst that temporarly makes drones go nuts and attack anything on the players overview. Make them unresponsive and crazed for 20seconds or so.
Could even have the ecm burst module converted into it?
Drones especially t2 Heavy drones are incredibly powerful, they can even track ceptors which im not entirly impressed with and hitting from non-drone bonused ships for 100~150 dmg a shot. Must say i was in awe when my pilgrim was melted in less time it takes to sneeze by t2 berseker drones not even the time to align and warp 
Other than killing them perhaps just make them go crazy for a period of time heh. Just an idea.
Yah itz called eve and drones do this all the time to me... I lost a decent amout of isk in drones to this crap..
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Djerin
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Posted - 2006.08.15 22:44:00 -
[39]
Originally by: Nidhoggur The Drone Link Augmentator is the only useful mod I spoke of. Of course, the fact that turret users get a Range and a DMG/ROF mod doesn't matter at all, I presume.
On the other hand drones are the only weapons that really let you choose your type of damage. You'll get no turndown of damage upon the drones you choose except for the timedelay if you fielded the wrong drones or need to field another type. But this delay basicly occurs to any change of ammunition.
I dont think we need a module to improve drones like a BCU improves launchers. But we certainly don't need a counterdrone-module. Any module you could use against a player or a NPC is working against drones too. You can web and targetpaint a drone - any frigging gun is gonna waste it in this case. You can burst a drone - if the owner doesn't react it's not gonna continue attacking you. There are so many things. And the owner of the drone basicly got "engage my target", "return to orbit" and "return to dronebay"...
So imho this thread is like "oh noooooes i don't know how to play the game"
Chicks! You don't need a stupid anti-drone-module! You need to learn how drones work and how to not suffer to them! Just imagine five newbs orbitting you with decent weapons...
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kessah
Caldari Blood Corsairs
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Posted - 2006.08.15 22:57:00 -
[40]
Originally by: Cupdeez
Originally by: kessah Would be nice to have a module that could be like a emp burst that temporarly makes drones go nuts and attack anything on the players overview. Make them unresponsive and crazed for 20seconds or so.
Could even have the ecm burst module converted into it?
Drones especially t2 Heavy drones are incredibly powerful, they can even track ceptors which im not entirly impressed with and hitting from non-drone bonused ships for 100~150 dmg a shot. Must say i was in awe when my pilgrim was melted in less time it takes to sneeze by t2 berseker drones not even the time to align and warp 
Other than killing them perhaps just make them go crazy for a period of time heh. Just an idea.
Yah itz called eve and drones do this all the time to me... I lost a decent amout of isk in drones to this crap..
LOL well i want to intentionally do it teeehee.
Well drones are pretty much as important as anything else you can possibly fit to a ship, with the new wealth of drones, skills & mods for em there should always be an effective counter.
Shooting them down or smartbombing really shouldnt be the only anwser.
Just an idea, i just like to see a wealth of options availible to me  --------------------------------------------------------
Forever Pirate |

Nidhoggur
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Posted - 2006.08.16 08:50:00 -
[41]
Edited by: Nidhoggur on 16/08/2006 08:50:48
Originally by: kessah Well drones are pretty much as important as anything else you can possibly fit to a ship, with the new wealth of drones, skills & mods for em there should always be an effective counter.

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Hydrogen
Art of War
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Posted - 2006.08.16 09:27:00 -
[42]
Originally by: Nidhoggur <snip>The question is... Can you actually think of one ship that applies to?
Well, just break out and think about ships with drone dmg bonus, like: Dominix, Ishtar,.. and Amarr line, like all Arbitrator hulls.
situation 1: Using sentry drones in a camp - place your drones 33 km above from gate. In that case the drones have a range of app. 48-50 km. The tracking speed actually helps to lock faster, as lock time on sentries on small ships suck.
situation 2: Using sentry drones in fleet - enter fleet battle as one of the last with your drone ship equipped for NOS or ECM and drones only. You can have a close to 100km control range and 60+km optimal range of sentries. Paired with the tracking link you can reassign targets at will, which are locked almost instantly.
situation 3: kill fast moving ships - a combination of all mentioned drone upgrades supports this task.
situation 4: arbitrator in empire killing unarmored haulers from distance - no comment figure out yourself.
Are those the best possible tactics? Actually it depends on character and the situation. But eg. in a solo camp in 0.0 you might enjoy these options.
AF Guide |

Djerin
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Posted - 2006.08.16 10:04:00 -
[43]
Originally by: Hydrogen Well, just break out and think about ships with drone dmg bonus, like: Dominix, Ishtar,.. and Amarr line, like all Arbitrator hulls.
Well i suppose this is what he/we wanted to point out. Those ships have big dronebays. So you can bring different types of drones and just field the ones being best suited for the action.
Originally by: Hydrogen situation 1: Using sentry drones in a camp - place your drones 33 km above from gate. In that case the drones have a range of app. 48-50 km. The tracking speed actually helps to lock faster, as lock time on sentries on small ships suck.
Tracking doesn't improve locktime.
Originally by: Hydrogen you can reassign targets at will, which are locked almost instantly.
Well this is not quite true, because before you can assign anything to your drones you'll have to lock it yourself in the first place.
Originally by: Hydrogen situation 3: kill fast moving ships - a combination of all mentioned drone upgrades supports this task.
Yes they support it. But using fast (namely light) drones in this case doesn't really need this support. They'll hit the target without the help of the tracking augmentation and they should be fast enough to keep up with the target.
Originally by: Hydrogen situation 4: arbitrator in empire killing unarmored haulers from distance - no comment figure out yourself.
Now that's a true challenge...
Originally by: Hydrogen Are those the best possible tactics? Actually it depends on character and the situation. But eg. in a solo camp in 0.0 you might enjoy these options.
Now read again what you wrote. You're almost only talking about how the augmentations improve your sentries. I think you're right. But i also think most players prefer to use t2 mediums or heavies - depending on the target. Using a Domi or Ishtar you can bring along 2 types of heavies/sentries, 2 types of mediums and 1 additional type of lights. So if you're going solo whether in 0.0 or in empire you see the target and field the appropriate drones. And while doing this you NOS and jam them targets if you can. According to my experiences the augmentations do not help you upon this tasks.
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Laboratus
Gallente BGG Freelancer Alliance
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Posted - 2006.08.16 10:10:00 -
[44]
Large Smartbomb. Kill the drones around you.
ECM drones. Jamming str 1? Drones have max sensor str 1. Perma jam drones. Small blasters? Track and blow those drones up.
The problem is, no-one wants to waste module slots to get rid of drones, and hence get ganked by drone ships. And get the impression they are uber. While drones actually do abysmal dps, take forever to actually get to a target etc. They have drawbacks, that can be used against them. So, do it. Mind control and tin hats |

Lord WarATron
Amarr Out Siders Ascendant Frontier
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Posted - 2006.08.16 10:20:00 -
[45]
Originally by: Grey Area Edited by: Grey Area on 15/08/2006 21:08:15 1. Scrap Defenders 2. Scrap Turret disrupters 3. Introduce decoys
Decoys don't affect ANY particular weapon...they affect ALL weapons...because they confuse your ship's targetting into thinking that the decoy is your ship. The decoy is launched from a special decoy launcher (that requires a hi-slot but no hardpoint). The launcher carries it's own ammo, enough for 5 shots. It cannot be reloaded. (when it runs out, you buy a new one). The decoy takes a certain amount of damage and then deactivates. ROF on the launcher would be such that you cannot simply launch one after the other...
Works on lasers, missiles, drones, hybrids, projectiles, nosferatu, warp scramblers, ECM...anything that requires a target. Smartbombs unaffected, though they would add damge to both the decoy AND the ship if inrange, meaning the decoy expires earlier.
The fact that it works on warp scramblers opens the possibility for the scrapping of warp core stabs. I am not sure how I feel about that at all...
The fact that it works on nosferatu offers a counter to this where there is currently none.
Firing ship SHOULD be able to target it's own decoy so that it can run armour/shield repairers on it to maintain it as long as possible.
*EDIT* I forgot to say that decoys would be size specific. Frigates would fire frigate sized decoys, with only a few hit points but which would be subject to the same damage reductions from "oversized" weapons. BS's would carry BS decoys, having many more HP's but taking full damage from larger weapons.
I think some penalty on the ship with an active decoy would be required...maybe a reduction in rate of fire for all weapons to reflect the extra CPU being used to maintain the decoy.
Decoys already exist and it is all down to player stupidity if they target them or not
/me ejects shuttle from bs.... --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |
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