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BlackMoon Thrawn
Minmatar eXceed Inc. Ascendant Frontier
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Posted - 2006.10.27 19:58:00 -
[31]
Quote: Untill you run into anything other than a battleship and realize they dont hit for jack then.
What does that have to do with thier range?
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Xori Ruscuv
1911 ftw
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Posted - 2006.10.27 20:04:00 -
[32]
Edited by: Xori Ruscuv on 27/10/2006 20:06:24
Originally by: Randay
Originally by: Xori Ruscuv Edited by: Xori Ruscuv on 27/10/2006 19:47:58 The point is that 30km without tracking issues IS NOT CLOSE RANGE.
uh, its called explosion radius, explosion velocity, missile velocity, and flight time. if thats not a tracking issue i dont know what is.
LOL
Since cruiser class weapons is what we're talking about here... I think you won't need to worry about any of that unless you are fighting something REALLY small and REALLY fast. Inty perhaps?
Most everything else - you won't need to worry about. Slow frigates, cruisers, battlecruisers, battleships. That's right: MOST of the ships out there.
So I say it again: 30km without tracking issues IS NOT close range.
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Areconus
Caldari Cereal Killerz Chimaera Pact
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Posted - 2006.10.27 20:11:00 -
[33]
Yea it sure would suck if you had missile skills AND the implant and only got 15km
Btw Roxanna, whats your max with rockets? Ive never really tried calculating their max possible.....
Gloria Stitz-
"Try not to bring reality in to these forums Otherwise we might take the game seriously" |

Roxanna Kell
BURN EDEN
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Posted - 2006.10.27 20:13:00 -
[34]
Originally by: Areconus Yea it sure would suck if you had missile skills AND the implant and only got 15km
Btw Roxanna, whats your max with rockets? Ive never really tried calculating their max possible.....
i don't sue rockets, never trained for them, cause i don't fly frigs. but if you use the missiles Guide it should help.
Quote: "Don't touch the RED b
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Randay
0utbreak
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Posted - 2006.10.27 20:39:00 -
[35]
Originally by: Xori Ruscuv Edited by: Xori Ruscuv on 27/10/2006 20:06:24
Most everything else - you won't need to worry about. Slow frigates, cruisers, battlecruisers, battleships. That's right: MOST of the ships out there.
This is true as well for cruiser sized guns. close range missiles are always longer ranged then close ranged guns. and in this case we are talking about a range bonus applied from a specific ship. I do not see the problem. The range is being boosted because of a ship bonus, everything seems to be in line here. - - - - - - - - - - - - - - - - - - - - - - -
Originally by: Reddari
Now just be nice before I start to make life for the BOB devs (yes you have some) harder by exposing their player characters.
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Xori Ruscuv
1911 ftw
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Posted - 2006.10.27 20:46:00 -
[36]
Originally by: Randay
Originally by: Xori Ruscuv Edited by: Xori Ruscuv on 27/10/2006 20:06:24
Most everything else - you won't need to worry about. Slow frigates, cruisers, battlecruisers, battleships. That's right: MOST of the ships out there.
This is true as well for cruiser sized guns. close range missiles are always longer ranged then close ranged guns. and in this case we are talking about a range bonus applied from a specific ship. I do not see the problem. The range is being boosted because of a ship bonus, everything seems to be in line here.
The issue that I have, however, is that we're talking about:
W.R.T. cruiser guns: wrong. Simply wrong. Close range cruiser guns miss a whole ton at close ranges due to tracking, especially with T2 ammo (and it will be even worse with kali 1). And ABSOLUTELY NO short range cruiser guns have the range of short range missiles without forcing their damage to be far less than said missiles. In addition, they still have tracking issues.
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Zixxa
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Posted - 2006.10.27 21:19:00 -
[37]
Yet another one carebear who does ot know how to use tacklers. And what is the pain in the ass using Raven in big gags.
Guns almost do not miss due to resolution. Guns do momental damage. It is great bonus in small group pvp and absolute requirement for the fleet battles. Guns can shot high speed targets. Missiles can't Guns have more DPS. Guns have better alfa-strike Guns have wrecking damage. Gunboats has med slots free for the EWar/scrambling/webbing. Missile boats not
The only minus - traversal speed. Answer, have web or two, be in group with tackler.
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Xori Ruscuv
1911 ftw
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Posted - 2006.10.27 21:27:00 -
[38]
Edited by: Xori Ruscuv on 27/10/2006 21:33:04
Originally by: Zixxa Yet another one carebear who does ot know how to use tacklers. And what is the pain in the ass using Raven in big gags.
Guns almost do not miss due to resolution. Guns do momental damage. It is great bonus in small group pvp and absolute requirement for the fleet battles. Guns can shot high speed targets. Missiles can't Guns have more DPS. Guns have better alfa-strike Guns have wrecking damage. Gunboats has med slots free for the EWar/scrambling/webbing. Missile boats not
The only minus - traversal speed. Answer, have web or two, be in group with tackler.
LOL. Screw you, nublet. Some of us like to pirate solo sometimes.
By the way - - At similar ranges, short range guns DO NOT have comparable DPS to short range missiles. This is because long range ammunition significantly nerfs damage - and if you are working with short range guns, it is foolish to try to extend your range significantly. - MOST guns don't have better alpha strike - Slots don't have a ******* thing to do with missiles you idiot! It just HAPPENS that most missile ships are caldari. However, there ARE armor tanked missile capable ships out there. This is a disadvantage with SHIELD TANKERS, not an issue with missiles per se. - Wrecking damage has a very low probabilty. Luck based. I'm not sure that I can say that I count that as a huge advantage. - We're talking about short range guns vs. short range missiles here: at those ranges, one can't warp out before the missiles hit, so your "instant damage" point is moot. (Unless you are talking about needing to kill someone as they are warping - in which case maybe YOU need to learn to use a tackler!)
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.10.27 21:43:00 -
[39]
Originally by: Zixxa Guns almost do not miss due to resolution.
Missles do not miss/get reduced damage when targets move to fast for their guns tracking. This can also be an issue at BS vs BS combat.
Quote: Guns do momental damage. It is great bonus in small group pvp and absolute requirement for the fleet battles.
In small group PvP it is a nonfactor unless you go for long range distances > 50 km. For big fleetbattles at ultra longrange it is an issue though.
Quote: Guns can shot high speed targets. Missiles can't
Only at sniping distance.
Quote: Guns have more DPS.
Only at ultra short range and only certain weapons. At med range missles have the best dps.
Quote: Guns have better alfa-strike.
Alpha. Yes, it was low, I know 
Yes, they have better alpha. But, again, only certain guns.
Quote: Guns have wrecking damage.
They have also "barely scratching" and "miss". Gun damage varies more while the one of missles is more normalized. In the end both deal in the long run "average" damage.
Quote: Gunboats has med slots free for the EWar/scrambling/webbing. Missile boats not
Missle ships have free slots for damage and fitting mods. Gunboats not.
(Hint: you do not need all your med/lowslots for your tank.)
Quote: The only minus - traversal speed. Answer, have web or two, be in group with tackler.
Same answer for sig radius & missle ships, just instead webs take target painters.
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Randay
0utbreak
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Posted - 2006.10.27 21:55:00 -
[40]
Originally by: Aramendel
Guns get an EW device specifically aimed vs them - tracking disruptors.
Missles do not. Of cource missles neither have an device like tracking comps, but rangewise they plain out do not need it. Missles can be launched from 200 km just fine without any module. And with target painters they have a module which boost their tracking equivalent.
missiles can be completely negated(blown up) by smart bombs, and defenders. - - - - - - - - - - - - - - - - - - - - - - -
Originally by: Reddari
Now just be nice before I start to make life for the BOB devs (yes you have some) harder by exposing their player characters.
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Randay
0utbreak
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Posted - 2006.10.27 22:01:00 -
[41]
Originally by: Xori Ruscuv Edited by: Xori Ruscuv on 27/10/2006 21:16:22
Originally by: Randay
Originally by: Xori Ruscuv Edited by: Xori Ruscuv on 27/10/2006 20:06:24
Most everything else - you won't need to worry about. Slow frigates, cruisers, battlecruisers, battleships. That's right: MOST of the ships out there.
This is true as well for cruiser sized guns.
No! Close range cruiser guns miss a whole ton at close ranges due to tracking, especially with T2 ammo (and it will be even worse with kali 1) - until you can get the enemy ship slowed or stopped or at a stable range (rather than oscillating back and forth like you do when you turn off your WMD too fast. And ABSOLUTELY NO short range cruiser guns have the range of short range missiles without forcing their damage to be far less than said missiles. In addition, they still have tracking issues. AND short range cruiser guns (laser and hybrid anyway) use ****loads of cap.
EDIT: Also like to point out: it is easy to beat short range guns by going FAR the **** out of range with your short range missiles.
I don't want guns and missiles to be the same. That would be boring. I just want to see missiles have an appreciable tradeoff for their power. Guns sure as hell do, especially lasers and hybrids.
I have no problems hitting "slow"(\webbed) frigs, cruisers, bc, and bs with blasters or heavy pulse. I imagine autocannons also do not have a problem. Also T2 missiles(fury) have penalties to explosion radius/velocity, which is equivalent to the tracking penalties for t2 gun ammo.
And like I said, though you didnt quote it, short range missiles (rockets/torps) have always had better range then short range guns, the "30km" number is not a good example because that is with a range bonus from cerberus applied. The real number is probably lower then that. - - - - - - - - - - - - - - - - - - - - - - -
Originally by: Reddari
Now just be nice before I start to make life for the BOB devs (yes you have some) harder by exposing their player characters.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.10.27 22:08:00 -
[42]
Originally by: Randay missiles can be completely negated(blown up) by smart bombs, and defenders.
And gunshots can be completely negated by using a MWD at the right time.
What? It basically never works in practise in any meaningful amount? Well, neither do defenders and smartbombs.
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Phelan Lore
Sniggerdly
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Posted - 2006.10.27 22:13:00 -
[43]
Edited by: Phelan Lore on 27/10/2006 22:13:56
Originally by: Tuxford ORLY, then its a bug.
WTF?
Since when can close range med weapons ie. blasters, ACs... hit at 30km?
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Randay
0utbreak
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Posted - 2006.10.27 22:15:00 -
[44]
Originally by: Aramendel
Originally by: Randay missiles can be completely negated(blown up) by smart bombs, and defenders.
And gunshots can be completely negated by using a MWD at the right time.
What? It basically never works in practise in any meaningful amount? Well, neither do defenders and smartbombs.
Actually no, mwd has a sig radius penalty to counter the extra transversal that it generates. Afterburners on the other hand might be possible. And defenders work perfectly fine, smartbombs are a little trickier, neither are too hard to implement though. I think what you are getting at is that they are hardly ever fitted to specifically counter missiles, well the same can be said about tracking disruptors. - - - - - - - - - - - - - - - - - - - - - - -
Originally by: Reddari
Now just be nice before I start to make life for the BOB devs (yes you have some) harder by exposing their player characters.
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Roxanna Kell
BURN EDEN
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Posted - 2006.10.27 22:20:00 -
[45]
Originally by: Phelan Lore Edited by: Phelan Lore on 27/10/2006 22:13:56
Originally by: Tuxford ORLY, then its a bug.
WTF?
Since when can close range med weapons ie. blasters, ACs... hit at 30km?
only one 1 ship in the whole of eve, 1 ship. called CERBERUS. its 300 mills, people hardly use it for PVP.
Quote: "Don't touch the RED b
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.10.27 22:24:00 -
[46]
Originally by: Randay And defenders work perfectly fine, smartbombs are a little trickier, neither are too hard to implement though.
Have you ever even tried them or is your single experience of it form the defender use of NPCs whioch is NOT the same as players can use it? 1 defender cannot kill 1 torp. 1 defender is pretty insignificant vs a missle slavo. And, no, using more than 1 does not help because all will go vs the same target - the nearest missle.
3 defender launchers will reduce your missle dps by one of your launchers. 3 tracking disruptors will completely cripple ALL your turrets.
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Randay
0utbreak
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Posted - 2006.10.27 22:41:00 -
[47]
Edited by: Randay on 27/10/2006 22:43:26
Originally by: Aramendel
Originally by: Randay And defenders work perfectly fine, smartbombs are a little trickier, neither are too hard to implement though.
Have you ever even tried them or is your single experience of it form the defender use of NPCs whioch is NOT the same as players can use it? 1 defender cannot kill 1 torp. 1 defender is pretty insignificant vs a missle slavo. And, no, using more than 1 does not help because all will go vs the same target - the nearest missle.
3 defender launchers will reduce your missle dps by one of your launchers. 3 tracking disruptors will completely cripple ALL your turrets.
Smartbombs are much more effective, and yes I have used defenders to great success against cruise ravens while tackling in my crow. And yes I have also used smartbombs against missiles, and it works just fine. 3 smartbombs will cripple all your launchers.
edit: and yes my example of using defenders was back when cruise hit for full damage, defenders go for the nearest missile but you can just barely outrun the cruise and slowly take them down before they reach you. defenders have been broken for a while, hopefully the fix it. - - - - - - - - - - - - - - - - - - - - - - -
Originally by: Reddari
Now just be nice before I start to make life for the BOB devs (yes you have some) harder by exposing their player characters.
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xeom
Veto.
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Posted - 2006.10.27 22:46:00 -
[48]
Originally by: Kunming
If I meant ECM, I eventually meant all EW. Tempest has still space for a tracking disruptor, which is enough to mess up blasters.
Neutralizers useless? LMAO, have you even used them, or are you just speculating.. Mega already uses cap boosters to run its modules, while tempest can use ALL its cap to its advantage with a passive shield tank, you will run the mega out of cap in the middle of the fight and then go in for the kill. There are so many different setups that can kill a mega without ECM, try fitting a shield tank on mega, or some other wierd setup; in b-boat setup its forced to have that cookie cutter setup, and its just balanced that that setup is capable of many things but with drawbacks, while tempest has many options which you ignore.
MWD + scrambler, since you wanna stay out of web range you dont need one either, leaves you with 3 mids, you can fit cap boosters to fuel the neutralizers, passive shield tank, active shield tank, whatever floats your boat; though YOU wanna stick to the cookie cutter setup and want it to do everything. With hail being useful, you can even go for gank setups, the non-existant cap consumption is gonna give you a big advantage against the extreme cap consumption of b-boats. B-boat setups wont change much, you can wildy vary what you fit on a tempest though.
Blasterboats are meant to be the king of short range and you want that crown taken away and given to AC boats, who are already king of hit and runs and passive tanks... Now all that AC-pest gotta do is orbit mega and out-range it at close range (!) while B-thron can only pray to the Amarr Gods to punish minmatar
BTW domi is cookie cutter with ECM + nos + drones, with the ECM nerf you gonna see less and less domis around, which were already an extinct species before ECM boost.
Where did i say they sucked? They are quite good but you are dancing around my statement.And that is the mega can hit at 20KM and out DPS the tempest till 17500.
So agian while staying in disrupter range how do i beat a mega?Passive shield tank lolerskates?You would have ripped threw that so fast its not even funny.Unless they release 30KM disrupters(non-faction) then i don't want to hear it.A mega should not be able to beat a tempest at its own game.If a stratgy requires you to leave disrupter range for prolonged times it is flawed.And any smart mega pilot has passive tank + injector so it will take a while to burn threw all that cap.
On the note of the Cerebus i have no issue with it being able to do close range DPS at 30km.It already has hardly any dps if using non-kenetic missles. ---
"Those nuclear missiles are for domestic heating." - Scagga
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xeom
Veto.
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Posted - 2006.10.27 22:46:00 -
[49]
Edited by: xeom on 27/10/2006 22:46:48 forums suck  ---
"Those nuclear missiles are for domestic heating." - Scagga
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MARKETSX
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Posted - 2006.10.28 02:23:00 -
[50]
Originally by: Randay Edited by: Randay on 27/10/2006 22:43:26
Originally by: Aramendel
Originally by: Randay And defenders work perfectly fine, smartbombs are a little trickier, neither are too hard to implement though.
Have you ever even tried them or is your single experience of it form the defender use of NPCs whioch is NOT the same as players can use it? 1 defender cannot kill 1 torp. 1 defender is pretty insignificant vs a missle slavo. And, no, using more than 1 does not help because all will go vs the same target - the nearest missle.
3 defender launchers will reduce your missle dps by one of your launchers. 3 tracking disruptors will completely cripple ALL your turrets.
Smartbombs are much more effective, and yes I have used defenders to great success against cruise ravens while tackling in my crow. And yes I have also used smartbombs against missiles, and it works just fine. 3 smartbombs will cripple all your launchers.
edit: and yes my example of using defenders was back when cruise hit for full damage, defenders go for the nearest missile but you can just barely outrun the cruise and slowly take them down before they reach you. defenders have been broken for a while, hopefully the fix it.
Are you doing these tests on a private server hosted on your own computer? Timing smartbombs with their limited range to kill cruise/torps you have 1, at most 2 seconds, to react and ontop of that you have the terrible server performance. I'd like to see you actually stop a salvo of incoming missiles.
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Kunming
Amarr adeptus gattacus Lotka Volterra
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Posted - 2006.10.28 10:06:00 -
[51]
Originally by: Zixxa Yet another one carebear who does ot know how to use tacklers. And what is the pain in the ass using Raven in big gags.
Guns almost do not miss due to resolution. Guns do momental damage. It is great bonus in small group pvp and absolute requirement for the fleet battles. Guns can shot high speed targets. Missiles can't Guns have more DPS. Guns have better alfa-strike Guns have wrecking damage. Gunboats has med slots free for the EWar/scrambling/webbing. Missile boats not
The only minus - traversal speed. Answer, have web or two, be in group with tackler.
I was gonna rip your nublet post apart but 2 other ppl already did that so no fun in that anymore.. try to play the game sometime instead of theorizing!
Originally by: Randay Edited by: Randay on 27/10/2006 22:43:26
Smartbombs are much more effective, and yes I have used defenders to great success against cruise ravens while tackling in my crow. And yes I have also used smartbombs against missiles, and it works just fine. 3 smartbombs will cripple all your launchers.
edit: and yes my example of using defenders was back when cruise hit for full damage, defenders go for the nearest missile but you can just barely outrun the cruise and slowly take them down before they reach you. defenders have been broken for a while, hopefully the fix it.
1 tracking disruptor takes care of all your turrets! Smartbombs and defenders are a joke and even the missile community accepts this, pls dont be so ignorant! We need missile disruptor as well as missile tracking comp..
And yes before missile speed got boosted (to end the insta hit whinage) I was also using a smartbomb to take care of missiles. I dont know if you were around at that time but you could click on a missile in flight and see its exact distance (it helped alot to time your SB right), this feature was removed due to some wierd reason about performance, I count it as the first boost ever to missiles.
Originally by: xeom Where did i say they sucked? They are quite good but you are dancing around my statement.And that is the mega can hit at 20KM and out DPS the tempest till 17500.
So agian while staying in disrupter range how do i beat a mega?Passive shield tank lolerskates?You would have ripped threw that so fast its not even funny.Unless they release 30KM disrupters(non-faction) then i don't want to hear it.A mega should not be able to beat a tempest at its own game.If a stratgy requires you to leave disrupter range for prolonged times it is flawed.And any smart mega pilot has passive tank + injector so it will take a while to burn threw all that cap.
On the note of the Cerebus i have no issue with it being able to do close range DPS at 30km.It already has hardly any dps if using non-kenetic missles.
Tempests own game is not to out range b-boats (but to play its versatility card right, you got all cap, mega has none to spare, you got better range but it will not guarantee you invulnerability, more mids), a blasterboat has absolutely no counter vs that, but you have fitting options for tempest to counter blasterboat, cause blasterboat setup is NEVER gonna change (it doesnt have the slots for a shield tank, or cap to spare for neutralizers, or EW ...) Close range is BLASTERBOATs own game, wtf u talking about! Pest got hit&run, too much dmg from that mega for you liking, simply move out and warp away, there is NO run away option for mega so it has to be stronger at close range.. its do or die for b-boats, now with the only weapon against AC boats taken away, what does mega have to beat tempest I ask you?
I'm slightly getting tired of trying to get my point to you, you want best of all worlds for your tempest and I say NO to this, either make mega as fast, vestile and non-cap consuming as the tempest or revert back the ammo changes for blasters. I believe I made all my points clear and wont continue replying to this topic...
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Andrea Jaruwalski
Caldari Angel Deep Corporation
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Posted - 2006.10.28 11:13:00 -
[52]
hahah, I love it :)
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webkert
Amarr Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.10.28 11:32:00 -
[53]
Originally by: Kunming
Tempests own game is not to out range b-boats (but to play its versatility card right, you got all cap, mega has none to spare, you got better range but it will not guarantee you invulnerability, more mids), a blasterboat has absolutely no counter vs that, but you have fitting options for tempest to counter blasterboat, cause blasterboat setup is NEVER gonna change (it doesnt have the slots for a shield tank, or cap to spare for neutralizers, or EW ...) Close range is BLASTERBOATs own game, wtf u talking about! Pest got hit&run, too much dmg from that mega for you liking, simply move out and warp away, there is NO run away option for mega so it has to be stronger at close range.. its do or die for b-boats, [b]now with the only weapon against AC boats taken away, what does mega have to beat tempest I ask you?
Cap is only a real problem on a thron if you run a dual rep tank. Which ain't that great in the first place unless you're stuck with t1 guns.
Blaster setups not changing? geesh.. The difference between the low and top tier guns are huge. Not just in dps but also range. Which significantly change the way you need to counter it.
The mega failing to run away completely depends on the situation. If the pest is actually making an afford to hold the mega down its not going anywhere. But that would mean the pest getting screwed over by blaster dps. Outside webrange the pest comes close to doing the same dps. But most of time the mega will be able to run away or get the tempest webbed, assuming he knows how to use an mwd on a bs.
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LUKEC
Destructive Influence Band of Brothers
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Posted - 2006.10.28 11:43:00 -
[54]
Originally by: Randay
Originally by: Aramendel
Guns get an EW device specifically aimed vs them - tracking disruptors.
Missles do not. Of cource missles neither have an device like tracking comps, but rangewise they plain out do not need it. Missles can be launched from 200 km just fine without any module. And with target painters they have a module which boost their tracking equivalent.
missiles can be completely negated(blown up) by smart bombs, and defenders.
Let me continue: while crippling your setup completely. Yes my dominix can use smartbombs to kill incoming missiles and outgoing drones... personally i prefer caldari jammer 
Remove citadel torpedo flashes! |

Adril Alatar
Minmatar No Quarter. Axiom Empire
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Posted - 2006.10.28 12:03:00 -
[55]
Originally by: Phelan Lore Edited by: Phelan Lore on 27/10/2006 22:13:56
Originally by: Tuxford ORLY, then its a bug.
WTF?
Since when can close range med weapons ie. blasters, ACs... hit at 30km?
Barrage and Vagabond with falloff bonus?
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LUKEC
Destructive Influence Band of Brothers
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Posted - 2006.10.28 12:54:00 -
[56]
Originally by: Adril Alatar
Originally by: Phelan Lore Edited by: Phelan Lore on 27/10/2006 22:13:56
Originally by: Tuxford ORLY, then its a bug.
WTF?
Since when can close range med weapons ie. blasters, ACs... hit at 30km?
Barrage and Vagabond with falloff bonus?
Vaga with barrage and all bonuses get 22km falloff... so that makes like 200dps max.(for argument's sake, vaga with 3 gyros II and 220mm acs II and barage does cca 250dps without dmg implatns, so that makes maybe 150dps at 20km and less than 80dps at 30km(where you are supposed to miss 75% of time))
Remove citadel torpedo flashes! |

Randay
0utbreak
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Posted - 2006.10.28 20:37:00 -
[57]
Originally by: Kunming
1 tracking disruptor takes care of all your turrets! Smartbombs and defenders are a joke and even the missile community accepts this, pls dont be so ignorant! We need missile disruptor as well as missile tracking comp..
And yes before missile speed got boosted (to end the insta hit whinage) I was also using a smartbomb to take care of missiles. I dont know if you were around at that time but you could click on a missile in flight and see its exact distance (it helped alot to time your SB right), this feature was removed due to some wierd reason about performance, I count it as the first boost ever to missiles.
yes i have been around... and it depends on your opponent. most dont spread out thier launcher activations, one smartbomb might be enough. - - - - - - - - - - - - - - - - - - - - - - -
Originally by: Reddari
Now just be nice before I start to make life for the BOB devs (yes you have some) harder by exposing their player characters.
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Old Geeza
The Retirement Home
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Posted - 2006.10.28 21:00:00 -
[58]
Caldari-Online 4tw \o/
_______________________________________ Sign the petition against jump queues! |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.10.28 21:03:00 -
[59]
Originally by: Randay yes i have been around... and it depends on your opponent. most dont spread out thier launcher activations, one smartbomb might be enough.
Yes, and once they see that you took out their whole salvo once with one smartbomb (nevermind that a lag of a fraction of 1 second will screw up your timing there) they will still hit F1-F6 as fast as they can so you can do it again and again (in your lagfree node).
Sorry, but countermeasures which depend on the stupidity of your opponent are no real countermeasure.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.10.28 22:39:00 -
[60]
What's with the 15km nonsense? People, you do realize missiles don't start off going their full speed right? If you're maxrange -1km from a target, you'll often find yourself not landing every missile.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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