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HowlinMad Murdock
Caldari No Trademark
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Posted - 2007.10.01 15:15:00 -
[1]
A couple of my corp mates were discussing whether or not stringing missiles or bursting them is the best method for fighting. With stringing missiles you keep a constant amount of damage hitting the ship and with bursting them you have a huge alpha hit but there is a break of fire due to the ROF.
I think that keeping a constant amount of damage on them will wear down a tank better than burst fire, due to if they time the repping they can ônegateö the damage, with the flight time of missiles without keeping a constant amount of fire on them they could potentially be moving further away from you to where it takes longer for the missiles to reach them. Which can give them the opportunity to get an extra rep in that would help their tank hold longer. With keeping the fire constant there isnÆt that break to where the flight time can make a true difference.
What are your guysÆ thoughts
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Tamia Clant
New Dawn Corp New Eden Research
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Posted - 2007.10.01 15:21:00 -
[2]
It doesn't matter what method you use, you'll still be doing the same amount of damage over time. The target may be moving away from you to delay missile impact, but that will happen whether it's a big blob of missiles or a stream.
The only situation i can think of where it would make a difference is when firing at a target's shields. As you may know, the shield recharge rate is fastest at around 30%, so it would be best to fire your missiles in a burst, since if you can knock his shields down from 50% to 20% (example), you just avoided his peak shield recharge rate.
Looking for queue-free research slots? Click here!
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MrBadidea
Caldari The Children of Lilith
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Posted - 2007.10.01 15:23:00 -
[3]
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
---
MrBadidea's ePeen strikes YOUR EGO Wrecking for EMOCIDE
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.10.01 15:26:00 -
[4]
nanoravens _
Caldari N.V.T.F. is recruiting... |
Sheriff Jones
Amarr Please Enter Password
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Posted - 2007.10.01 15:28:00 -
[5]
String theory(har-di-har ) has more positive sides, unless you want to take something down right away.
Well, the only real difference is in that, since other then that, string can save you a couple of missiles if the enemy ship explodes, but that's about it.
In "saving missiles" efficiency, or "unnecessary damage" wise, stringing is the way to go.
But it's all cosmetic really.
My opinions represent the opinions of my corporation completely. I'm the CEO damnit. |
Death Kill
Caldari direkte
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Posted - 2007.10.01 15:37:00 -
[6]
ravens need to be able to fit 2x mwd again. No others ship, just the raven. Then it wont suck for pvp anymore.
Call to arms!!! |
The'Chosen
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Posted - 2007.10.01 15:51:00 -
[7]
Originally by: Tamia Clant It doesn't matter what method you use, you'll still be doing the same amount of damage over time. The target may be moving away from you to delay missile impact, but that will happen whether it's a big blob of missiles or a stream.
The only situation i can think of where it would make a difference is when firing at a target's shields. As you may know, the shield recharge rate is fastest at around 30%, so it would be best to fire your missiles in a burst, since if you can knock his shields down from 50% to 20% (example), you just avoided his peak shield recharge rate.
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).
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Maltitol
Gallente Tides of Silence Hydra Alliance
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Posted - 2007.10.01 15:58:00 -
[8]
faction & t2 ammo - String, 2 - 3 second intervals per launcher
t1 ammo - burst
works well
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Reem Fairchild
Minmatar Republic University
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Posted - 2007.10.01 16:08:00 -
[9]
Burst damage is always better.
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Iyanah
Minmatar Mining Munitions and Mayhem R i s e
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Posted - 2007.10.01 16:11:00 -
[10]
Originally by: Sheriff Jones String theory(har-di-har ) has more positive sides, unless you want to take something down right away.
Well, the only real difference is in that, since other then that, string can save you a couple of missiles if the enemy ship explodes, but that's about it.
In "saving missiles" efficiency, or "unnecessary damage" wise, stringing is the way to go.
But it's all cosmetic really.
I agree. it's purely cosmetic. perhaps you'll save one or two missiles from firing sequentially.
there's really no difference, since the ammount of damage and the DPS is identical. personally i just hit all my weapons mods at the same time (usually whilst locking) resulting in them all firing at once. no real reason, just that it's alot less mucking about than firing one at a time. ========================================== Iy
please remember: I AM a sarcastic ******* and nothing i say has ever represented the thoughts or feelings of my corp, alliance, or anyone really. read |
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Rooker
Lysian Enterprises
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Posted - 2007.10.01 16:20:00 -
[11]
I string them out, just because it looks cooler LOL
Except if I'm in a Guristas mission. I'd rather the full volley went out if they get in a jam cycle.
Jump in a Brutix sometime with a full rack of blasters and pew pew something with 1 second delay between blasters. Looks friggin awesome.
-- This Space For Rent |
Rilder
Caldari THC LTD Dogs of War.
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Posted - 2007.10.01 16:24:00 -
[12]
Originally by: Rooker I string them out, just because it looks cooler LOL
When I use missiles I usually string them also, its just so much cooler, and the sounds of all missiles launching at once is just horrid.
Guns on the other hand I always try and get them all firing at once, getting 8 rails to fire at once just gets me all gigity. --
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NeoTheo
Caldari Dark Materials Fang Alliance
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Posted - 2007.10.01 17:14:00 -
[13]
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
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Koryvarn
Amarr Liberty Rogues
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Posted - 2007.10.01 17:21:00 -
[14]
Dont use misiles in PvP, but for killing rats, I find string works better, simply because it seems to decrease the chance of your missiles getting blown up by defenders. At least for torps.
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000Hunter000
Gallente Magners Marauders
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Posted - 2007.10.01 17:30:00 -
[15]
psychological effect mebbe, getting constantly pounded by missiles in what seems an endless stream might be a bit more nerfwrecking to the receiving pilot.
If i sequence my heavy launchers the target will be hit every 0.7 seconds, thats why i was wondering about HAM's instead of heavies on the NH but sadly the commandship bonus is for heavy missiles only CCP, let us pay the online shop with Direct Debit!!! Magners is now recruiting, evemail me or Dagazbo ingame.
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Hurricane
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Posted - 2007.10.01 17:35:00 -
[16]
Originally by: 000Hunter000 psychological effect mebbe, getting constantly pounded by missiles in what seems an endless stream might be a bit more nerfwrecking to the receiving pilot.
If i sequence my heavy launchers the target will be hit every 0.7 seconds, thats why i was wondering about HAM's instead of heavies on the NH but sadly the commandship bonus is for heavy missiles only
The description is outdated, you get the kinetic bonus to HAMs, just not the precision one.
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Arakidias
Murky Inc. FATAL Alliance
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Posted - 2007.10.01 17:40:00 -
[17]
In 0.0 ratting atleast I always fire torps in volleys. You quickly learn how many volleys you need to take down a certain ship. You fire them off, switch targets, fire at the next target even before the last torps hit your first target and kill it.
Saves time and torpedoes.
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General Apocalypse
Amarr The Merchant Marines
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Posted - 2007.10.01 17:51:00 -
[18]
All launchers at once can knock down shield recharge better and also has a terror effect when you pvp , it's one thing when you go down bit by bit and another thing when you see half the armor vanishing . If your target gets to much adrenaline he can't react faster then you so you'll win even if sometime the odds where in his favor .
The fire chain is just a pretty thing to look at
Originally by: CCP Morpheus nerf ccp plz
Originally by: CCP Oveur To the gankmobile!
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HowlinMad Murdock
Caldari No Trademark
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Posted - 2007.10.01 18:06:00 -
[19]
Yea IÆve been using hams for the past week or two and they are awesome, the dps increase is great, and having to be closer makes flying the drake a little more exciting because your always trying to keep up with them and make sure they donÆt get out of range. Though that might sound like a pain, its much more fun than sitting at 40+ and just launching all your missiles and just slowly orbit. IÆm just waiting to get my skills up to fly a NH so I can tear things up with a great tank, 650+ dps with HAMs
Though I see how using the burst method would work in dealing a heavy blow to maybe pop smaller ships, IÆm still thinking that people are right with shield tankers, and with reppers depending on their cycles. Also I am talking about pvp and not pve, IÆve gotta play around with it and see which maybe works better, maybe IÆll try on test server if they ever update the skills
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James Lyrus
Lyrus Associates M. PIRE
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Posted - 2007.10.01 19:02:00 -
[20]
Volley damage is more effective. Alpha strike is relevant, because it relates to repper cycles - if I put 2 bursts in the air, before your repper runs, I have that much more chance of getting you into structure.
It also means I have more chance of exceeding the 'peak' in your shield and cap recharge.
However missiles in a blob look very uncool, so I tend to fire 'streams' anyway. I even try very hard to space them out evenly.
I wouldn't mind so much if the 'clump' split up a bit, and looked like a bundle of 6 missiles, rather than one big blob. -- Crane needs more grid 249km locking? GMP and TNP |
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Taji Seed
The BlackHand Order Division of Eden
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Posted - 2007.10.01 19:34:00 -
[21]
Fire them all at once, does the damage earlier!
[comment on my music]
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Wild Rho
Amarr Endgame.
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Posted - 2007.10.01 19:46:00 -
[22]
Edited by: Wild Rho on 01/10/2007 19:46:53 Burst damage is better.
The first is with regards to shields (passive tanks specifically). With string damage there is a much higher likely hood of the shield reaching a recharge point matching the damage you can deliver per impact. With burst damage you have a better chance to push a shield past this point and force the passive tank past it's optimal recharge rate.
Burst damage also provides a better chance for damage to bleed through (to armour/hull) if the targets shields/armour is low enough per volley as you are landing a much larger single hit without any chance of a booster/repairer recovering enough HP between impacts to prevent this.
You have a better chance to land a full volley of damage to a target between repair cycles as there is a much smaller timeframe in which a full volley is "airborne" i.e. it takes only a second to launch all missiles for burst damage but may take several seconds to launch all missiles as a string.
Edit: Just noticed james has already more or less mentioned what I just posted (doh)
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.10.01 19:52:00 -
[23]
Depends on situation.
Against NPC's it's reasonable to string. Also if your enemy uses defenders (pretty rare) or even smartbombs it better to string.
Against passive tanks it's better to burst.
Other than that, it's mostly cosmetic.
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Fuzzy Something
Caldari Cosmic Odyssey YouWhat
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Posted - 2007.10.01 20:08:00 -
[24]
I agree with the folks who say volleys are better. If you delay firing some missiles a few seconds to get a nice string effect, that's a few more seconds that the armor/shield repper can run, negating some damage. Get all the damage there ASAP. Yes, you will waste some ammo.
I'm surprised at the people saying strings are better against ships with Defender missiles, though. The way I figure, the ship can only fire so many Defenders in a given period of time. If the missiles are coming in a string, it will never stop firing them. If missiles are coming in Volleys, there are periods where the launcher sits silent. It seems to me that a ship with Defenders will be able to shoot down the same number or less if the incoming fire is in volleys. The only advantage I can think of to strings is if the Defenders switch targets constantly.
Against other players, there is certainly a psychological (Oh sh-) factor in volley damage, although strings do make for much better screenshots/fraps. |
Stakhanov
Katana's Edge
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Posted - 2007.10.01 20:28:00 -
[25]
For terror effect , it depends on the missile type. If using slow RoF missiles , go for the volley with superior alpha strike (scary when it hits) but if using rockets or heavy assault missiles , fire them in quick succession (barely wastes 2 seconds of fire for the last launcher) for a storm of missiles impacts - even if the target pilot keeps his cool , the visual and sound effects are rather distracting.
Originally by: F'nog One does not simply log into Jita.
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Taedrin
Gallente Magellan Exploration and Survey Rare Faction
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Posted - 2007.10.01 21:45:00 -
[26]
Burst is better - getting hit by a huge alpha strike gives the illusion of insanely high DPS. An unexperienced pilot will freak out and make mistakes. Pilots who could tank your DPS might try to run instead of fight. Pilots who can't tank your DPS might try to fight back and forget that they can't use stargates if they attack you. Pilots will forget to activate hardeners, use cap boosters incorrectly, etc etc...
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Frug
Zenithal Harvest 101010 Alliance
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Posted - 2007.10.01 21:52:00 -
[27]
Delaying firing all your missiles because you want them to come out in a string instead of just shooting ASAP doesn't sound very effective.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |
techzer0
IDLE GUNS
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Posted - 2007.10.01 21:54:00 -
[28]
Originally by: Rooker Jump in a Brutix sometime with a full rack of blasters and pew pew something with 1 second delay between blasters. Looks friggin awesome.
Not with 7 T2 Ions and a 4.** rof...
Yeah... I'm a button masher, forget stringing stuff ____________________ Hi. I'm not an alt :) |
Idara
Caldari Contraband Inc. Mercenary Coalition
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Posted - 2007.10.01 22:28:00 -
[29]
Edited by: Idara on 01/10/2007 22:29:52 They're gonna rep the same amount no matter what, so burst/string damage ain't that big of a deal. You burst damage them, do x damage, they get two cycles in, but in the same time you've strung out a rack of 6 launchers they'll rep the same amount in the time it takes for the ROF to cycle over. At least how I look at it.
Also, stringing out missiles was mandatory back in the day when torpedoes did splash damage, you needed to space out your launchers or else that first torp that hit would splash damage your other incoming torps into nothing. ---
in EVE - Idara |
Schwigg
Station Huggers Inc.
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Posted - 2007.10.01 23:04:00 -
[30]
Originally by: Idara Edited by: Idara on 01/10/2007 22:29:52 They're gonna rep the same amount no matter what, so burst/string damage ain't that big of a deal. You burst damage them, do x damage, they get two cycles in, but in the same time you've strung out a rack of 6 launchers they'll rep the same amount in the time it takes for the ROF to cycle over. At least how I look at it.
Also, stringing out missiles was mandatory back in the day when torpedoes did splash damage, you needed to space out your launchers or else that first torp that hit would splash damage your other incoming torps into nothing.
Time for some math.
The Setup:
I have a ship with 5 launchers. Each launcher fires every 10 seconds. Each missile does 200 damage. That's an alpha strike of 1000 damage. It's also 100 damage/second.
Let's say my target is 4 seconds away. My target has 2000 total hitpoints and an armor repper that repairs 100 damage every 4 seconds.
With Stringing (every 2 seconds for a "perfect string"):
0 seconds: 1st missile launched. 2 seconds: 2nd missile launched. 4 seconds: 3rd missile launched. 1st missile hits for 200. Target's health = 1800. Repper activated. 6 seconds: 4th missile launched. 2nd missile hits for 200. Target's health = 1600. 8 seconds: 5th missile launched. 3rd missile hits for 200. Repper cycles for 100. Target's health = 1500.
And so on, until 28 seconds, when the "killing-blow" missile hits.
Without Stringing:
0 seconds: Missiles 1-5 launched. 2 seconds: ... 4 seconds: All missiles hit for 1000. Target's health = 1000. Repper activated. 6 seconds: ... 8 seconds: Repper cycles for 100. Target's health = 1100. 10 seconds: Missiles 6-10 launched. 12 seconds: Repper cycles for 100. Target's health = 1200. 14 seconds: All missiles hit for 1000. Target's health = 200.
And so on until 24 seconds, when the killing-blow volley hits.
Of course these numbers were picked for their simplicity, but try it in your favorite spreadsheet program. This also ignores the case of an opponent who only has 1000 hit points.
Therefore, NOT stringing is the better way to go!
-Schwigg Founder, CEO of Station Huggers, Inc. |
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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.
Join The Fight With Promo Today |
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
Join The Fight With Promo Today |
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... |
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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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