Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Dee Vour
|
Posted - 2007.07.29 18:41:00 -
[1]
Just started PvP and in all cases been unable to lock my targets. and as a result died :( from what i've heard it seems they use dampeners or / and jamming systems.
Can anyone tell me in plain english what dampeners do? how to use them? and for a Gallente, which jamming mods are good to me?
|
Shivalla
Gallente Evolution Band of Brothers
|
Posted - 2007.07.29 18:42:00 -
[2]
Edited by: Shivalla on 29/07/2007 18:44:44 t1 cruiser is celestis t2 is lachesis and arazu phased muon remote sensor dampener is very good sensor dampener.
The general idea of sensor dampener is to limit others targeting range.
http://www.killboard.net/sigs/Shivalla/random/sig.gif |
Wild Rho
Amarr Endgame.
|
Posted - 2007.07.29 18:55:00 -
[3]
Dampeners half the locking range and double the locking time of the target they are used on per module. These can be countered by fitting sensor booster.
ECMs (if successful) will break the lock the target has on you and will stop them from locking for 10 seconds. If unsuccessful they have no effect on the target and you need to wait for the module to cycle before you can try again. The odds of a successful target jam depend on the ECM strength and the sensor strength of the target ship with a little random chance thrown in.
ECCM modules can be used to reduce the chance of an ECM being used against you, however it's generally considered to be a waste of a low slot unless you're certain you will have ECM used against you.
Hope that helps.
|
Jadiin
Mindstar Technology United Confederation of Corporations
|
Posted - 2007.07.29 19:24:00 -
[4]
Edited by: Jadiin on 29/07/2007 19:24:30
Originally by: Wild Rho
ECMs (if successful) will break the lock the target has on you and will stop them from locking for 10 seconds.
20 seconds is the jam period. ECM are only viable on caldari ships: Blackbird or Recons Rook and Falcon. You also really need amps in the low slots.
|
roadrage639
The Cons
|
Posted - 2007.07.29 20:13:00 -
[5]
Originally by: Jadiin Edited by: Jadiin on 29/07/2007 19:24:30
Originally by: Wild Rho
ECMs (if successful) will break the lock the target has on you and will stop them from locking for 10 seconds.
20 seconds is the jam period. ECM are only viable on caldari ships: Blackbird or Recons Rook and Falcon. You also really need amps in the low slots.
and the scorpion ---------------- If You Can't Kill It, Slap It! The Man Who Runs Will Fight Again
|
Mr Friendly
That it Should Come to This
|
Posted - 2007.07.29 23:06:00 -
[6]
Edited by: Mr Friendly on 29/07/2007 23:09:43
Originally by: Dee Vour Edited by: Dee Vour on 29/07/2007 18:45:18 Just started PvP and in all cases been unable to lock my targets. and as a result died :( from what i've heard it seems they use dampeners or / and jamming systems.
Can anyone tell me which dampeners to use? how to use them? and for a Gallente, which jamming mods are good to me?
1) buy Arazu 2) buy phased muons/24km+ disruptor 3) fit Cov Op cloak, guns and drones (don't forget the cap mods/rigs/boosters) 3) train all those associated skiils to 4 (or more) 4) ???? 5) profit
or, do what I do
4A) pick the wrong target 5A) die and break your keyboard
Yes, I know they're *only* pixels... pity they're *expensive* pixels. __________________________________________________ FOLD. The Ultimate PVP. It really is Us vs. Them. clicky |
Dillon Arklight
Unit 14
|
Posted - 2007.07.30 00:01:00 -
[7]
Another thing to note is that Dampners are always succesful whereas jammers are chance based.
|
Wild Rho
Amarr Endgame.
|
Posted - 2007.07.30 00:03:00 -
[8]
Originally by: Jadiin Edited by: Jadiin on 29/07/2007 19:24:30
Originally by: Wild Rho
ECMs (if successful) will break the lock the target has on you and will stop them from locking for 10 seconds.
20 seconds is the jam period. ECM are only viable on caldari ships: Blackbird or Recons Rook and Falcon. You also really need amps in the low slots.
Cheers for the correction, been some time since I bothered using ECM.
|
Dominatrix Distraction
|
Posted - 2007.07.30 00:07:00 -
[9]
Edited by: Dominatrix Distraction on 30/07/2007 00:09:25 A jammer is a bad toy. I like it!
|
Riddick Valer
|
Posted - 2007.07.30 01:54:00 -
[10]
For small gang, 1 dedicated dampener and 1 dedicated ECM ship working together can really ruin someone else's day.
|
|
Ivyg
|
Posted - 2007.07.30 02:55:00 -
[11]
Put a good sensor booster on your ship (Like an F-90 if u can afford it).
It won't solve all of your problems but it will help a lot.
|
Havok Pierce
Gallente Black Lance oooh Shiny
|
Posted - 2007.07.30 03:26:00 -
[12]
2 damp ships also ruin someone's day :D. Especially ratters.
|
Dred'Pirate Jesus
Amarr Ministry of War
|
Posted - 2007.07.30 04:25:00 -
[13]
Originally by: Rid**** Valer For small gang, 1 dedicated dampener and 1 dedicated ECM ship working together can really ruin someone else's day.
Yup.. Damps + Jammers = Teh Sex..
Originally by: David Hackworth ò If you find yourself in a fair fight, you didn't plan your mission properly.
|
Dee Vour
|
Posted - 2007.07.30 12:11:00 -
[14]
lol thanks guys. v useful and will try rite away :P
|
Idaeus
Earned In Blood
|
Posted - 2007.07.30 12:19:00 -
[15]
Edited by: Idaeus on 30/07/2007 12:21:25
Originally by: Havok Pierce 2 damp ships also ruin someone's day :D. Especially ratters.
Sometimes it doesn't take two. Knocking a sensor boosting tempest down to a 10,000m lock range is funny.
EDIT: With 1 Lachesis, w/ 3 damps and 2 damp rigs. Sitting 40km out and doing that is even funnier, especially when you have them warp scrammed.
|
Riddick Valer
|
Posted - 2007.07.31 02:20:00 -
[16]
I prefer a mix of jam/damp over plain damp. Increased locking time makes ECM much more effective.
|
Xcom
Gallente Genco Interstellar Alcohol Conglomerate
|
Posted - 2007.07.31 03:36:00 -
[17]
I have a question. The falloff on the damps. how does that thing work? does the effect get reduced in half at falloff and so on like turrets. Or does the falloff have the effects simular to ECM? Like at falloff you get 50% chance of damping.
|
murder one
Gallente Death of Virtue FreeFall Securities
|
Posted - 2007.07.31 06:10:00 -
[18]
Originally by: Xcom I have a question. The falloff on the damps. how does that thing work? does the effect get reduced in half at falloff and so on like turrets. Or does the falloff have the effects simular to ECM? Like at falloff you get 50% chance of damping.
#2
Originally by: Goumindong it is at the point where it is impossible to determine whether or not you are trolling or if you area really out of your freaking mind.
|
Igus
Green Gecko Inc. Freelancer Alliance
|
Posted - 2007.07.31 07:27:00 -
[19]
Edited by: Igus on 31/07/2007 07:27:50 why do people use the phase Moon damps instead of just the Tech 2's ? Sensor Linking IV is a really quick skill to learn, and the tech 2's cost about 10-14mil less than the phase moon.
I see the tech 2 does use 14 more CPU (before skills), but the cpu usage on the tech2 ships is not that tight is it ? -- Uhg, I think I need a flux capacitor
|
Feng Schui
Minmatar The Ninja Coalition New Eve Order
|
Posted - 2007.07.31 08:30:00 -
[20]
Originally by: Igus Edited by: Igus on 31/07/2007 07:27:50 why do people use the phase Moon damps instead of just the Tech 2's ? Sensor Linking IV is a really quick skill to learn, and the tech 2's cost about 10-14mil less than the phase moon.
I see the tech 2 does use 14 more CPU (before skills), but the cpu usage on the tech2 ships is not that tight is it ?
it is, yes (cpu usuage)
The Beginning <-- crap quality, need to redo, sorry :( |
|
Si'dun Took
|
Posted - 2007.10.24 21:04:00 -
[21]
I dont have much experience with jammers, but I can take 2 muon named dampeners or 2 T2 dampeners and bring someone down to about 25% targeting range. A ship that has a bonus to dampeners like the celeste or maulus is just a mean thing to do to someone. I can take down 60km range ships down to less than 10km.. its brutal.
Now I know I am not a jamming expert, but doesnt that seem to make jammers almost irrelevant? ... unless you got a slow long range ship and are getting swarmed or something, but that is not often the case.
|
Gner Dechast
Gallente Flashman Services
|
Posted - 2007.10.24 21:57:00 -
[22]
Originally by: Si'dun Took I dont have much experience with jammers, but I can take 2 muon named dampeners or 2 T2 dampeners and bring someone down to about 25% targeting range. A ship that has a bonus to dampeners like the celeste or maulus is just a mean thing to do to someone. I can take down 60km range ships down to less than 10km.. its brutal.
Now I know I am not a jamming expert, but doesnt that seem to make jammers almost irrelevant? ... unless you got a slow long range ship and are getting swarmed or something, but that is not often the case.
The thing is, that applied dampening effects on a target are subject to stacking penalties - the same formula is used as with fitted modules. This means that only 3 damps on one target are really effective, beyond that it's waste of cap.
On ECM, you can jam the target with indefinite amount of ECM jammers, and as long as one of them succeeds per cycle, the target is jammed and cannot lock even close.
In addition, sensor booster is more beneficial counter measure than one would expect. Try it yourself, and you will notice that the sensor booster's bonus is counted from the base locking range, not for the dampened range. This means that relative effectiveness in percentages drops for the dampeners (hope I am not too confusing - try this out).
The kind of gang I like to fly would actually rather use ECM than damping, since the fact that the target CAN still lock you, once inside the damp reduced range is a major problem, and has caused losses. Unfortunately ECM has been nerfed with the ugly stick and consume outrageous cap and are, as said previously, not effective unless used by dedicated EW platform.
Damps ARE still powerful, and with good gang composition, really awesome weapon. I just think that the generic opinion "it's a win button" is an overstatement. (and no, I'm not about to argue my opinon with those that disagree )
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |