Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Sitar Shankar
|
Posted - 2007.09.26 18:29:00 -
[1]
I just bought a hurricane. Generally when I get a new ship, I try it out in low level mission where I can just mess around with no fear of getting killed. SO I took it into a level 2, equipped with 6 650 artillery, AB, a webber, and some random crap.
The 1st 'room' was all filled with rogue drones, which all appeared at about 15 km away. I could not easily hit them, and had a hard time getting far enough away to leverage the arties, even with the webber.
So is this just what is going to happen if a take a battlecruiser inot a way-too-easy mission, or should I be fitting something besides a webber so I can hit the small quick things? Would a target painter do it? Tracking computer?
|
Liang Nuren
The Refugees
|
Posted - 2007.09.26 18:33:00 -
[2]
T2 Amarr Light Drones? Also, I really prefer AC's for low level missions...
Liang
Yarr? |
Odium47
|
Posted - 2007.09.26 18:45:00 -
[3]
yeah, there are a few nasty missions with drones...dont worry about it. you dont have full skills yet i presume. Either way, artilery wont work under 10 km, never understood why exactly, apart for the gameplay reason... For missions with drones, autocannons work better...but this kind of missions are rare, so keep the artilery on, fit 720 mm if possible and use other drones together with 2 standard missiles or rockets which ever you think better for drones, stay still and do them this way.
|
Liang Nuren
The Refugees
|
Posted - 2007.09.26 18:50:00 -
[4]
Originally by: Odium47 Either way, artilery wont work under 10 km, never understood why exactly, apart for the gameplay reason...
Maybe its because they have poor tracking and they're a long range gun? Maybe?
Liang
Yarr? |
Odium47
|
Posted - 2007.09.26 18:59:00 -
[5]
Liang, lets not start again...yeah, in game is because of low tracking, gameplay, but 10 km is a huge distance for any artilery to hit, in reality should easily hit.
|
Liang Nuren
The Refugees
|
Posted - 2007.09.26 19:01:00 -
[6]
Originally by: Odium47 Liang, lets not start again...yeah, in game is because of low tracking, gameplay, but 10 km is a huge distance for any artilery to hit, in reality should easily hit.
Try playing with your transversal and fitting tracking computers... Artillery is a ranged weapons system. <10km is close range.
Liang
Yarr? |
Julius Romanus
Bloodmoney Incorporated
|
Posted - 2007.09.26 19:03:00 -
[7]
It does if you're inside your guns angular velocity. Web, and click "keep at distance" where distance is far away. You'll begin moving away from your target, your target will be moving under 50m/s. In other words the transverse will drop to nothing and it'll go pop in a volley.
|
Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
|
Posted - 2007.09.26 19:52:00 -
[8]
fit a tracking computer and a target painter
move away from your target and they will start moving towards you more than orbiting you = instadeath for them.
AC's on missions are a pain because you have to get close and you eat a lot of amo ---------------------- Rank: Tech 1 and a 1/2 cannon fodder
Pointless forum slowing bandwidth hogging signature pic inc? |
Kelbesque Crystalis
Minmatar
|
Posted - 2007.09.26 19:59:00 -
[9]
Use your drones and missiles to pop anything that close. When i first stepped into my hurricane, i could barley fit standard/assault launchers with a tank. Those will tear up a frig along with your drones.
Normally, you can get far enough away to not have it be a problem. A tracking computer does help more than a target painter.
|
Acoco Osiris
Gallente Sublime.
|
Posted - 2007.09.26 21:55:00 -
[10]
Yeah, normally starting distance and/or AB allows you to keep your range. If close-range fights are inevitable, however, fit autocannons, which have much better tracking.
And yes, 10km is (BC-wise) short-range. Stop thinking in real-life terms. Half a kilometer is in-your-face distance (as proved by several screenies I've taken). ------------------------------ One more soldier off to war... And one Velator in my hangars. |
|
Audri Fisher
Caldari VentureCorp Imperial Republic Of the North
|
Posted - 2007.09.26 22:49:00 -
[11]
Originally by: Liang Nuren
Originally by: Odium47 Liang, lets not start again...yeah, in game is because of low tracking, gameplay, but 10 km is a huge distance for any artilery to hit, in reality should easily hit.
Try playing with your transversal and fitting tracking computers... Artillery is a ranged weapons system. <100km is close range.
Liang
fixed that for you <3 cormorats
|
Liang Nuren
The Refugees
|
Posted - 2007.09.26 23:03:00 -
[12]
Originally by: Audri Fisher
Originally by: Liang Nuren
Originally by: Odium47 Liang, lets not start again...yeah, in game is because of low tracking, gameplay, but 10 km is a huge distance for any artilery to hit, in reality should easily hit.
Try playing with your transversal and fitting tracking computers... Artillery is a ranged weapons system. <100km is close range.
Liang
fixed that for you <3 cormorats
Its true, in a sense. :p
Seriously though, with Med Arties I'd say anything less than 25km is pretty well too close to hit unless you play with your transversal. I guess 100km is "close range" for fleet battles, but I'd say its pretty darn far in a mission (which was the subject of the discussion).
Liang
Yarr? |
shibbymonkey
Minmatar Spartan Dynamics
|
Posted - 2007.09.27 02:03:00 -
[13]
I had the same problem in my hurri until I followed a corpmate's advice and went AC. The hurricane works really well as a tanking close range AC boat. I fit 2 heavies and 6 220mm vulcans. I use AB to close range while dealing initial damage w/ missiles and drones. Once in range, I use a webber to freeze close range targets. Set orbit for your optimal range for your guns and ammo. Keep your missiles and drones on long range targets and let the AC chew through anything close. As FYI, I also run a CRII, 2x t2 specific hardeners, MAR II, CPR, DCU II, and a gyro II, or and EANM if I feel need for more tank.
I solo l3 without much issue in this config, and l2 are cake.
I have not fitted my t2 650s since I moved to AC. --------------------------------------- Ever in search of new ways to turn ISK into noise and smoke.
|
Imhotep Khem
Minmatar Madhatters Inc. M. PIRE
|
Posted - 2007.09.27 12:14:00 -
[14]
you can do the missions in a tempest with 1400s if you manage your transversal and kill the close ones with drones.
You must be careful to kill any approaching larger ships before they close though as the drones will take too long on them. _________ If your not dyin' your not tryin'. |
Elias Modron
Gallente Lucretia Seven Nihil-Obstat
|
Posted - 2007.09.27 12:18:00 -
[15]
Edited by: Elias Modron on 27/09/2007 12:20:59
Originally by: Liang Nuren
Originally by: Odium47 Either way, artilery wont work under 10 km, never understood why exactly, apart for the gameplay reason...
Maybe its because they have poor tracking and they're a long range gun? Maybe?
Liang
When I keep the relative movement of a target low, and use my target painter, I can blow away destroyers and frigates at less that 2km with my 650's. I've found that a target painter can really, really help when one is using medium artillery or indeed, any medium sized weapon. the 28% or 30% increase in a target's signature radius is all you need to get those titanium sabot rounds slamming into small ships.
|
evriss
|
Posted - 2007.09.27 14:46:00 -
[16]
Edited by: evriss on 27/09/2007 14:52:36 Hi
You shouldn't need to bother with a webber/painter so long as you have the speed advantage and can minimise transversal velocity. so load up a 10mn AB, and use "keep at range" for your optimal. If you're trying to orbit targets or just flying around in random directions, you ain't gonna hit anything. The DPS increase you get vs. smaller ships from the painter is simply not worth the slot since they have so few hp and die in 1-3 shots anyway.
my level 3 setup: 5x650mm, 3xheavy AB, 3xcap recharger ii MAR II, 2-4 hardeners, 2-3 gyros depending on mission. whatever drones etc.. no rigs.
this has done every level 3 mission there is with no issues at all and with the right level 3-4 skills will perma-run all active modules. The 650s have no trouble vs. even frigates when transversal is minimised. Remember your artilleries can hit at point-blank if transversal is 0 :)
I loved missioning in my Cane. In fact i even use it now to kill Hoborak Moon in Angel Vengeance 'cos my Drake can't :) Good luck with it! it's a really fun ship to use and unlike the Drake, actually requires being awake to fly ;)
|
Mr Bodacious
|
Posted - 2007.09.27 15:19:00 -
[17]
I prefer to use 425mm's.. BTW, a webbie turns anyones angular velocity close to 0.000 very quickly :)
|
Kayna Eelai
|
Posted - 2007.09.27 15:34:00 -
[18]
Edited by: Kayna Eelai on 27/09/2007 15:35:33 my lvl3 hurri setup is pretty standard...
H: 6*650arti (scout, cant use T2 yet. i prefer 650 over 720 for a little better tracking and less reloading) 2*fleet heavy launchers M: AB, web, target painter (i think this makes a greater difference than many ppl. would think) and a cap booster (which will be switched out sooner or later, as the better my skills, the less i use it) L: dark blood medium repper, 2*eanm, 3*gyro
a mix of medium/small T2 drones
and 2*nano pump and a ccc rig
OH PS: what others said about speed advantage, flying away from your enemies and having a low transversal is absolutely true. but that strategy becomes boring soon and takes much longer.
|
Testy Mctest
|
Posted - 2007.09.27 15:39:00 -
[19]
What's been said a few times to you in this thread but not explained is that you need to minimise your transversal velocity. I'll assume you know what transversal is and how it works, at least a bit.
Basically, select a target, and click the 'look at button'. Then, double click in space in the same direction that it's heading. Within a few seconds you should see the transversal velocity of the target drop in your overview. Now click in space again. Keep doing this, as NPCs will be trying to orbit you and changing their range, etc. Once you have transversal to around 70 or less, you should find that you have no problems in hitting even a frigate sized target. An afterburner will help by making your speed up to be even closer than your target's speed, too. Do this, kill one target, rinse repeat.
The problem you have can be mostly solved by good piloting, and can then be enhanced by improving your setup once you have the hang of it.
Scrapheap Challenge Forums |
Kelbesque Crystalis
Minmatar
|
Posted - 2007.09.27 18:16:00 -
[20]
While I agree that you need to learn to manage your transverse velocity to hit closer/smaller/faster ships, and to try to pop them before they get close, this will not always save you. Getting double webbed by 2 spider drones that MWD to 5km before you get a 2nd volley off will pretty much ruin any chances of hitting them with Arties. (those buggers have T2 resists) Even if the hurricane had the speed, it doesn't have the agility to manage the transversal of ships that fast. My drones took care of them while I focuses on the approaching battle cruiser.
For any bigger ship, make sure you have your drone bay stocked, and get your drone skills up. Missiles & drones will allow you to pop those small ships. If you know you are going to face a lot of close range frigs, use assault launchers, or HAM's. If you really are going to jumped by a whole fleet at short range, might as well pack AC's.
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |