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Drethon
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Posted - 2006.12.07 16:06:00 -
[1]
This is not really a pirate question but this seems to be the only PvP channel so I dropped it here.
What exactly is the difference between the orbiting and keep at a range commands? I think I understand them but please let me know.
Orbit appears to be for use when transversal velocity is important as in fighting a BS with an interceptor. It will make tracking of your ship more difficult but may not maintain range all that well (the other ship can still close on you fairly easy).
Keep at range appears to be when fall off range is more importiant, as in fighting a short range ship with a sniper. It is effective at keeping you out of the range of your opponents guns but isn't as good at keeping your transversal velocity up.
If I'm right about these descriptions it means only manual input (which seems not to work very well) can give you both range and transversal velocity (though when you have more of one you usually have less of the other).
Am I understanding correctly?
Thanks..
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Natas Dog
Caldari WarpCorp
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Posted - 2006.12.07 16:18:00 -
[2]
That's the gist of it. When I'm using guns I orbit bigger ships than me in order to mess with their transversal, and use keep at range on the smaller and harder to hit ships in order to keep my own transversal down.
When I run a missle boat I tend to orbit at the edge of scramble range; or web range if I'm trying to ensure my target doesn't MWD/AB out of scramble range. That way I can mess with my target's hit rate if they're using guns and mess with their missle damage since I'm working on beating their explosion velocity.
_______________________________________________________________ He who laughs last... is usually the one the joke was about. |

sb404
Caldari Tarnak inc.
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Posted - 2006.12.07 16:19:00 -
[3]
Orbit is when transversal velocity is not a factor. Keep at distance in my experience is dangerous. It can stop your ship if you're not careful (very bad when you're in a small ship) or make you turn around on yourself. I find keep at distance to be broken. It should be a "match speed" instead, but that's beside the point.
There is a way to use both of these functions together, you can orbit at your falloff range and then set the keep at distance to match your optimal range. That way you minimise transversal when you dive in.
my 2 cents worth.
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Samirol
Ore Mongers
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Posted - 2006.12.08 05:19:00 -
[4]
orbit if the ships you are attacking is bigger than you or using long range weapons if same size
keep at range if they are using missiles/smaller ship than you
Great being a gallente blasterthron pilot, aint it?
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Enigmier
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Posted - 2006.12.08 08:36:00 -
[5]
Originally by: Samirol orbit if the ships you are attacking is bigger than you or using long range weapons if same size
keep at range if they are using missiles/smaller ship than you
nub, if they are using missiles you orbit to reduce the explosion velocity,
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kublai
Short Attention Span
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Posted - 2006.12.08 08:39:00 -
[6]
Originally by: Enigmier
Originally by: Samirol orbit if the ships you are attacking is bigger than you or using long range weapons if same size
keep at range if they are using missiles/smaller ship than you
nub, if they are using missiles you orbit to reduce the explosion velocity,
I doubt a megat going 250m/s in orbit will reduce missile damage much tbh.
Originally by: Seleene If I ever accept a 1 vs. 1, count on at least 20 people, three carriers and a mining barge with drones to be on your death mail.
Never trust a..pirate? |

Swor
SniggWaffe
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Posted - 2006.12.08 09:03:00 -
[7]
Keep at range is good if you outrange your enemy AKA Stabber with Barrage vs a blaster thorax, in this scenario the stabber is very comfortable sitting at 12km and pecking away at the thorax (similar to a tall guy sticking his hand on the head of a midget to keep him from hitting)
Orbit is good for when Speed is your tank AKA interceptor tackling a BS (esp ravens), in this scenario a frigate going fast enough can outrun battleship sized missles, or defeat tracking of most guns...
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