
Cpt Branko
The Bloody Red
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Posted - 2007.11.30 11:39:00 -
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Originally by: Modrak Vseth Put a 200mm R/T plate, DC1 and Gyro in your lows.
I approve of this. I'd prefer to have a SAR instead of the DC there, but with low cap skills, you won't get many cycles out of a SAR even on a AB, not to mention a MWD.
7.5km scrambler is probably a better idea - you'll lose a target or two because you can't scram them from range, but the distruptor eats through your cap preety quickly.
Originally by: Modrak Vseth
Shoot for 200mm ACs in your highs if you have the fitting skills to do so. If not, go for the 150s. You'll likely be better off with 3 200s and no rockets then with 3 150s and 1 rocket at your skills, unless you've specifically worked on your missiles/rockets skills.
This. 200mm ACs are the love, even though the T2 versions are somewhat more expensive then t2 150s.
Originally by: Modrak Vseth
EDIT: And no, you will not be fighting out of webrange in a Rifter unless you use arty which isn't practical. Even with good skills, T2 smalls and Barrage you won't get out of web range.
Liar, Rifter has 7.2km of falloff with decent skills and 1 and something km of range using Barrage S, giving it a maximum range of 1+14.4km, although the DPS at the range is practically non-existent and with a 7.5km you can't scram people at that range.
I've tried a cap-injecting nano-arty fit, but it just lacks the punch to actually kill a lot of things and T2 small drones are problematic to kill, but good for a laugh with high skills.
Originally by: Grahv Exitus
The main reason (in my eyes) for shutting off the MWD once you've reached your target is to maintain an optimal transversal velocity; Being able to orbit as close as possible while still maintaining your top speed causes their guns to have a hard time tracking you. A MWD makes you go so fast that unless all of your low slots are filled with nanofiber structures you'll be limited to a very wide orbit, i.e. 6500m with a MWD instead of 1000m with an AB.
The main reason why you shut off the MWD is, well, once they web you, you're moving quite slowly and have the signature radius of a battlecruiser, making you easy to track and dead within seconds. Plus, missiles hurt you badly. MWDing within webrange will mostly make it easier for people to track you due to (after web) low speed and huge sig radius, and you will suffer much more damage from missiles. However, it is the king of closing the distance to webrange. You miss out on a number of targets when you're using a AB simply because you can't get to scram range in the 4-5 seconds before they warp off.
Originally by: Grahv Exitus
Also, ships that are using medium or large turrrets will have little to no chance of hitting you if you can "get under their guns" and orbit close enough and fast enough, which is easier with an AB because of the above stated reasons.
This sometimes works. If people have bad webbers, you may be able with good navigation skills, to outrun their guns in a extremely close orbit when using the AB. Unfortunately, good cruiser pilots do know how to counter this, but you're counting on the pilot not being good when you attack them in a Rifter.
Open up the 'angular velocity' tab on your overview. Learn how fast the average cruiser gun (after skills) tracks in rad/sec - once you get your angular velocity (in rad/sec, again) above or around (due to your smaller sig resolution), you will effectively be outrunning the tracking.
These days, I'm almost always using a AB-ing Rifter unless I'm tackling or going specifically against a fast ship. With a standard plate config and decent nav skills, you get 890 (Cold-gas AB) to 960 (T2 AB when I'm feeling rich) m/s, often enough to survive and/or catch your targets.
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