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HowlinMad Murdock
Caldari No Trademark
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Posted - 2007.10.01 23:19:00 -
[31]
awesome well i'm definately gonna give it a go tonight :) thanks for your input
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Dessa DesPlains
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Posted - 2007.10.01 23:23:00 -
[32]
Originally by: NeoTheo string.
whilst the damage is the same, the difference between armor rep cycles (or shield for that matter) seems to make a difference, i dont know exactly why or i cant explain it properly.
basically in certain missions with my drake there used to be some mobsi just could not kill fast with volleys, but turn to a string and the armor cycles could not keep up...
dont ask why but its perfectly true.
basiclaly i think its something like cylces take like 5 seconds, so if the time between volleys is more than the cycle they can rep the whole damage up, but if yuo keepa stream on them, the sycle has a harder time.
/theo
I've noticed this in some missions also. If you fire bursts, some mission rats get 2 shield boost cycles in between one missile burst. Then the next burst takes the shield down but does not damage the armor. Tactical shield manipulation 5 maybe? If you string the missiles, you get into armor before the shields recharge. The next one or two missiles take the shields down again and your plinking on armor again.
I've seen a 2 volley difference between bursts and strings on some rats. Not all rats mind you, just some. |

Dax Kino
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Posted - 2007.10.02 05:53:00 -
[33]
If there was a 1v1 between two identical players flying identical Ravens(six missile launchers), the one stringing out his missiles will die first just due to the fact that the player launching volleys is always ahead by five missiles once the first missile is launched.
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.10.02 06:48:00 -
[34]
Edited by: Laboratus on 02/10/2007 06:50:53 Missiles can be intercepted with smartbombs, so if you fire them as a single group, you might lose a significant amount of damage in each volley.
Edit: Oh right, if you are using a cavalry approach, ie start from 100km+ away and mwd towards your target while spamming missiles, than firing them in a single group is sensible. You get quite a bit of damage hit the opponent in a very small time frame... ___ P.S. Post with your main. Mind control and tin hats |

sableye
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.10.02 07:14:00 -
[35]
always burst it even helps against armour tankers if they can repair most of your damage stringing may never get you into hull but burst might be enough since there's no benefit to stringing except pretty light show and possibility of saving 1-2 missiles there's very little reason to-do it.
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Buyerr
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Posted - 2007.10.02 07:28:00 -
[36]
every type of ammo works best as burst.
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sableye
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.10.02 07:39:00 -
[37]
Originally by: Laboratus Edited by: Laboratus on 02/10/2007 06:50:53 Missiles can be intercepted with smartbombs, so if you fire them as a single group, you might lose a significant amount of damage in each volley.
Edit: Oh right, if you are using a cavalry approach, ie start from 100km+ away and mwd towards your target while spamming missiles, than firing them in a single group is sensible. You get quite a bit of damage hit the opponent in a very small time frame...
I don;nt think smartbombs can kill them anymore but on this I could be wrong
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Rokiaj
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Posted - 2007.10.02 10:02:00 -
[38]
Edited by: Rokiaj on 02/10/2007 10:02:38 I¦d say string.
Cruise missiles and smaller can still be killed by Smarties, only torps got a decent enough hp to survive much of that or defenders for that matter.
Also if ure target is moving fast, its better to string imo. If you alpha and hes moving too fast for the whole salvo, you did nothing. If you string and it gets webbed in the middle of evading ure string, ure going to hurt it. Same goes for the sometimes unstable orbiting speed of fast ships.
Also its better in long range engagements. Given of course ure target cant warp out like most of the times when it sees a pearlchain coming.
Its more effective stringing, at certain ranges and therefore flight time, ure target may be able to time his repairers and turn them off for a few seconds to keep himself from over-repairing and wasting cap.
If it gets hit by strings it cant time it cause it gets constantly hit and most likely uses more cap thisway thru perma run and possible over-repair. Resulting in a sooner broken tank.
At a certain battle size go ahead and alpha, the target is receiving constant damage by the instant damage dealers already anyways and therefore its better to give it that big bad punch to finish it off.
My 2 cents
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Manic Smile
Tau Ceti Global Production Angels Of Discord
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Posted - 2007.10.02 11:30:00 -
[39]
Edited by: Manic Smile on 02/10/2007 11:32:50
Originally by: NeoTheo string.
whilst the damage is the same, the difference between armor rep cycles (or shield for that matter) seems to make a difference, i dont know exactly why or i cant explain it properly.
basically in certain missions with my drake there used to be some mobsi just could not kill fast with volleys, but turn to a string and the armor cycles could not keep up...
dont ask why but its perfectly true.
basiclaly i think its something like cylces take like 5 seconds, so if the time between volleys is more than the cycle they can rep the whole damage up, but if yuo keepa stream on them, the sycle has a harder time.
/theo
Experienced the same thing in missions. Can't speak for PvP as it's never a solo deal with a missle boat.
Actually I kinda know what it is. The mission mob is over repping. In burst mode it can repair more then your alpha but in string you tend to start right as the rep ends and some point and end right before you get in more damage per rep cycle and it only takes a small bit of difference for armor tanks. I think if we saw a cycled dual rep...one stared in the middle of the other or a faster rep time this wouldn't be the case and either would work.
*courtesy of www.flickr.com
I hate the jpeg format.
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Magazaki
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Posted - 2007.10.02 11:45:00 -
[40]
There is not a theoretic chance that stringing the missiles may give you an advantage. NOT activating a weapon when you can only delays the time when your target will die. In "typical" scenarios you want a blob of missiles hitting the target, because you may: -Overload his shield and bleed damage through to armor even if he later boosts the shield up -Overload his armor and bleed damage through to structure even if he later reps up his armor -Create spikes of damage that pass over his optimal regen rate -Generally do more damage because you have started firing earlier
The only case where stringing missiles could be more effective is npcin, where you may want to "count" damage better to conserve ammo et.c., OR if you want to catch a target when he's changing direction et.c. in which case by stringing you have a better chance of getting a hit or two while his speed is down. -----sig-----
Originally by: Kaemonn:Signature
Originally by: kieron: off duty You dont have to swallow!
Win... |

bluechimera
D00M. Triumvirate.
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Posted - 2007.10.02 12:14:00 -
[41]
Originally by: MrBadidea Fit Raven to fly at same speed as missiles. Start at edge of effective missile range. Fire at will. Laugh as 4+ Volleys hit target at same time 
Fit torps to my nanophoon for just to do that :P Inty friend tackled a BS or somethin, Id start firing at max range, and watch as all them volleys landed at once, was always good for a giggle.
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Asmosis
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Posted - 2007.10.02 12:23:00 -
[42]
Only reason to string in missions would be to catch frigates who turn their MWD on/off while approaching.
Other than that delaying activating a weapon by 10 seconds just delays killing your target by 10 seconds. Common sense really.
Defenders are more likely to score a kill if you string missles since there is always a missle in flight for them to intercept. with a volley approach you will often find their defenders can't reach your missles before they land and are just wasted as there are no other targets active.
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Bizz Lizz
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Posted - 2007.10.02 13:01:00 -
[43]
Edited by: Bizz Lizz on 02/10/2007 13:02:15 With mission rats, it might be a bit different, because it looked to me like some are scripted in a way. Seem to remember shield going down easily first and suddenly when shield was getting low, every big alpha was countered with a repper cycle by that stupid npc.
When torps were still slow and my missile skills sucked, I could only get some npcs down by burning towards the npc to increase the number of missile hits per time.
Was like killing the security officer or what it was in an angel 7/10 with wrong torps/cruise, the one that has sick resistances in about everything but EM. You get him down to like maybe 20 percent shield with banes, while he burns towards you due to his high sig radius with mwd, then he slows down and you don't get further through his shield, then he runs away from you again and your dps suck that much that he goes almost back to full shields. Once I warped into that stage with the wrong torps by accident and I fired about 2000 shots and then I warped out disgusted. 
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Xaen
Caldari Caldari Provisions
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Posted - 2007.10.02 13:05:00 -
[44]
Originally by: The'Chosen This is exactly where my thinking has brought me to. String vs. alpha missiles do the same damage over time. The only difference I can think of is with shield tankers, who have an optimal "hump" in their tank at 30%. You'll have an easier time breaking a shield tank and getting over this hump with an alpha strike than you would with a string of missiles. The difference, however, is pretty negligible.
The only other difference I can think of is if the timing of your alpha strike is offset with the repping cycles and you manage to pop a ship before another rep comes through (either remote or on-board.)
In the end, the difference is minor. But if you had to choose, the scale tips towards the alpha strike method (IMHO).
I was going to say it but someone beat me to it. The only deciding factor ^. ----------- Support fixing the EVE UI |
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