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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.09.24 09:50:00 -
[1]
Edited by: d026 on 24/09/2007 09:53:57 it happened quite often to me that while facing nanogangs im never able to do anything. usualy the following happens:
1. i see they get in my webrange i get ready to web them 2. they seem clearly in web range <10k 3. i activate the web while i see them in webrange 4. sever sends me update and the enemy is allready 20k away and thus my web did not activate.
anybody experiencing the same? working as intended? last time i checked i had quite good ping to the server but still was always to late with activating my modules. do i just suck at clicking?:)
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Kagura Nikon
Minmatar MASS HOMICIDE Interstellar Alcohol Conglomerate
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Posted - 2007.09.24 10:47:00 -
[2]
Forget about webing reaally fast ships. Unless you support the web problems and solutions idea on this very same forum.
If brute force doesn't solve your problem... you are not using enough |

Cpt Branko
The Bloody Red
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Posted - 2007.09.24 11:46:00 -
[3]
Try activating the web *before* you see them in 10km range, and most of the times (if you're closing fast) you actually are in 10km range before you see it, and your web will work.
I do this with the 7.5km scram on my frigs very often - I click the scram at about 8.5-9km if I'm going 1km/s and it nearly always works, because I am, in fact, closer then my client says. I hope that helps.
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Eleana Tomelac
Gallente
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Posted - 2007.09.24 11:55:00 -
[4]
Pre-activating the web then locking the target should work too, but I'm sure we don't want to break locks and relock in order to web small fast ships, it would take ages and we wouldn't be able to shoot them in the meantime.
It would be cool if we could activate out of range, get the message but the module keeps the order and once in range, it activates. It would limit the lag effects that affect any counters to fast ships. -- Pocket drone carriers (tm) enthousiast ! The Vexor Navy Issue is much more fun than the Myrmidon ! |

d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.09.24 15:03:00 -
[5]
Originally by: Eleana Tomelac Pre-activating the web then locking the target should work too, but I'm sure we don't want to break locks and relock in order to web small fast ships, it would take ages and we wouldn't be able to shoot them in the meantime.
It would be cool if we could activate out of range, get the message but the module keeps the order and once in range, it activates. It would limit the lag effects that affect any counters to fast ships.
preactivating nos/neut/web/scarm does not work for me.. would solve alot of problem if the mod is klicked and autoactivates when target is in range tough..
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Trishan
Green Men Incorporated
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Posted - 2007.09.24 18:31:00 -
[6]
Originally by: d026 Edited by: d026 on 24/09/2007 09:53:57 it happened quite often to me that while facing nanogangs im never able to do anything. usualy the following happens:
1. i see they get in my webrange i get ready to web them 2. they seem clearly in web range <10k 3. i activate the web while i see them in webrange 4. sever sends me update and the enemy is allready 20k away and thus my web did not activate.
anybody experiencing the same? working as intended? last time i checked i had quite good ping to the server but still was always to late with activating my modules. do i just suck at clicking?:)
:)
OTOH, if you look at it from the target's point of view, he accidentally slipped into web range. The range update on the overview is too slow for fast moving ships for both parties.
Nanoships are amusing. Theorically minnies are the speed race but they have to slow down and turn off the mwd to actually hit anything, while "slow heavy mass" races can keep up their mwd on and still hit 100% thanks to drones and missiles.
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