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Ajax Marlowe
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Posted - 2007.04.04 14:16:00 -
[1]
Just got smoked in pvp last night b/c I couldnt warp to safety, obviously b/c I was warp scrambled -- even though I had a warp core stabilizer mod.
A) What are the relative strengths of scrambler vs. stabilizer?
B) How do I make sure my stabilzier will "out-gun" a scrambler attack?
C) What "attributes" of these mods explain their relative strengths?
D) What skills help protect against scrambler attacks?
E) Any other comments welcome.
Thanks! - Ajax
PS: If the dudes who killed my thorax are reading, thanks for not podding me!
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Derrys
Caldari Caldari Independent Navy Reserve
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Posted - 2007.04.04 14:29:00 -
[2]
Originally by: Ajax Marlowe A) What are the relative strengths of scrambler vs. stabilizer?
Stabilizers all provide one point of protection. There are two flavors of scramblers, a long-range (20km) version that has one point of scrambling power, and a short-range (7.5km) version that has two points.
Note that stabilizers have severe penalties to targeting range and lock time, however. It's generally not advisable to fit them on combat ships, although they make good sense on haulers.
Quote: B) How do I make sure my stabilzier will "out-gun" a scrambler attack?
All you can do is make sure you have at least as many points the scrambler has.
Quote: D) What skills help protect against scrambler attacks?
Apart from the skills required to fit the stabilizers, there really aren't any that will help directly. However, if you're in a nimble ship, the speed-related skills (Navigation, Afterburner, High-Speed Maneuvering, etc.) might help you get out of range of the scrambler faster.
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Tkar vonBiggendorf
Gallente
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Posted - 2007.04.04 20:46:00 -
[3]
If there's more than one ship gunning for you, it's very easy for them to overpower your stabilizers. 3 ships each with the 2-point variety, and you need 6 to overcome them.
MicroWarpDrive is something else to look at, if you don't have the skill for it. If you jump through a gate and find yourself in a gatecamp and scrambled, this might get you back to the stargate to jump back through before being destroyed. Or might let you put 20km between you and them quick enough to warp. I say might, because nothing stops their tackler from having an MWD, too.
You really only want to use stabilizers when you're travelling and don't intend to fight. They reduce your targetting range and increase your lock time considerably. If you're planning on a fight, be prepared to see it through to the end... either way.
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Voodoo Mistross
Minmatar
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Posted - 2007.04.05 00:52:00 -
[4]
Definately skill up and use the MWD, its your only salvation in a fighter, or stand and fight
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SiJira
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Posted - 2007.04.05 04:31:00 -
[5]
So If I have 4-6 warp core stabilizers on me, and theres 2 guys attacking me with the 2 strength - theres no way for them to beat me right ? they cant use 2 scramblers each ?
If I have -4 warp scramble and they have +4 i still warp right?
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Tunajuice
Convergent Firmus Ixion
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Posted - 2007.04.05 05:35:00 -
[6]
Originally by: SiJira So If I have 4-6 warp core stabilizers on me, and theres 2 guys attacking me with the 2 strength - theres no way for them to beat me right ? they cant use 2 scramblers each ?
If I have -4 warp scramble and they have +4 i still warp right?
No such limit. A scorp could have 8 -2 scrams fitting, for a total of 16 points of scram. Not sure why you would want that, but it's possible ;P
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master bates
Amarr Smoking Hillbillys The Volition Cult
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Posted - 2007.04.05 06:36:00 -
[7]
99% of the time a warp stab just aint worth the slot as in low sec most pirates will use 2 points generally, its much better to use that last slot to boost your damage/speed/tank depending on what ship your in.
fair enough your a nooby but you could still put up a hell of a fight and enjoy it rather than spam the warpout button and scream NOOOOO at your comp because your getting owned.
to try to protect yourself, as soon as you get into a belt ( i assume you was low sec ratting) align and fly about 30km from the place you warp to, the rats will chase you as it is, and a pirate will warp into the belt and be 30km from you, giving you a chance to warp out before he can get to you. Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected])
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SiJira
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Posted - 2007.04.05 06:40:00 -
[8]
Originally by: Tunajuice
Originally by: SiJira So If I have 4-6 warp core stabilizers on me, and theres 2 guys attacking me with the 2 strength - theres no way for them to beat me right ? they cant use 2 scramblers each ?
If I have -4 warp scramble and they have +4 i still warp right?
No such limit. A scorp could have 8 -2 scrams fitting, for a total of 16 points of scram. Not sure why you would want that, but it's possible ;P
so if I have -4 and they got +4 i win ?
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Venkul Mul
Gallente
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Posted - 2007.04.05 10:28:00 -
[9]
Originally by: SiJira
Originally by: Tunajuice
Originally by: SiJira So If I have 4-6 warp core stabilizers on me, and theres 2 guys attacking me with the 2 strength - theres no way for them to beat me right ? they cant use 2 scramblers each ?
If I have -4 warp scramble and they have +4 i still warp right?
No such limit. A scorp could have 8 -2 scrams fitting, for a total of 16 points of scram. Not sure why you would want that, but it's possible ;P
so if I have -4 and they got +4 i win ?
Yes.
When travelling through dangerous areas 2 warp stabilizers are sufficent, if you have the slots a third can give some extra security.
But if you want to fight or mine you are almost blind, so they are not worth it.
Formining 2 WCS (Warp Core Stabilizers) reduce your locking range to 1/4, so you need a ship with 41 km locking range to use the full range of the standard mining lasers, and cut the locking range of a barge to 5 Km.
That is bad as, if you are mining for the rare minerals, you will need to get close and within the blet, with the risk of the asteroid fouling your warp route to security.
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SiJira
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Posted - 2007.04.05 11:11:00 -
[10]
thank you
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