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Carthos Moltari
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Posted - 2008.07.17 20:40:00 -
[1]
I keep hearing "Nano ships/ nano setup" but I haven't a clue what that be. Id ask my corp but I'm at work, and to fill my time I ask this question.
I've been away from eve for a while, and am learning everything all over again.
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Crackzilla
The Shadow Order
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Posted - 2008.07.17 20:53:00 -
[2]
Generally cruisers (hac/recon) or larger that are configured for speed.
Once the nano can go fast enough by having overdrives, nanos in the lows with poly rigs, then damage mods will be added. Often the nano will have a shield buffer tank.
The theory is that if the nano can go fast enough it can avoid much of the damage and have the mobility to control the engagement. Anything smaller might be faster but is likely to be easy to pop (ceptors). Anything bigger won't have the mobility.
The issue is that trapping a nano can be very difficult. Something that is weak to the nano will die quickly. Something that excels at limiting the nanos speed (rapiers/huginn/heavy neuts) is avoided. So we get to the argument where the best counter to a nano are more nanos.
3km/s is usually the first magic number. If a cruiser can hit this speed then it starts to make sense to try it nano'd.
4km/s is a fairly decent and respectable nano speed.
5-6km/s is the upper end of most nanos typically. Usually not much can touch them here unless the nano is forced to slow down.
Of course nanos can go faster than 8km/s+. Way faster if they spend the isk on faction mods and implants. This is fairly rare but still game breaking. Fast enough that not much can touch them unless the pilot makes a critical mistake.
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Sj01
Suddenly Ninjas
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Posted - 2008.07.17 21:48:00 -
[3]
How exactly do you "nano" your ship? Is it just putting the nanofiber structures under hull upgrades on your ship?
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Crackzilla
The Shadow Order
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Posted - 2008.07.17 22:00:00 -
[4]
Originally by: Sj01 How exactly do you "nano" your ship? Is it just putting the nanofiber structures under hull upgrades on your ship?
There are stacking penalties. So you can't just pile them on. Usually its 1x overdrive, then 1x nano, then 1x overdrive, then 1x nano, then 1x overdrive, then 1x nano. Polys replace nanos to a large degree. So you might see a setup with 2x overdrives and 2x poly rigs.
Of course the magic is a decent MWD in the mids and great navigation skills.
Not everything can be nano'd effectively. Either they don't have enough low slots, too low base speed, or too much mass.
But yes, to nano, slap on a mwd, overdrives, and nanos. See what combo makes you go fast. If you get caught it'll likely result in being popped fast.
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Euriti
Gallente SniggWaffe
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Posted - 2008.07.17 22:35:00 -
[5]
Edited by: Euriti on 17/07/2008 22:35:24
Originally by: Crackzilla Generally cruisers (hac/recon) or larger that are configured for speed.
Once the nano can go fast enough by having overdrives, nanos in the lows with poly rigs, then damage mods will be added. Often the nano will have a shield buffer tank.
The theory is that if the nano can go fast enough it can avoid much of the damage and have the mobility to control the engagement. Anything smaller might be faster but is likely to be easy to pop (ceptors). Anything bigger won't have the mobility.
The issue is that trapping a nano can be very difficult. Something that is weak to the nano will die quickly. Something that excels at limiting the nanos speed (rapiers/huginn/heavy neuts) is avoided. So we get to the argument where the best counter to a nano are more nanos.
3km/s is usually the first magic number. If a cruiser can hit this speed then it starts to make sense to try it nano'd.
4km/s is a fairly decent and respectable nano speed.
5-6km/s is the upper end of most nanos typically. Usually not much can touch them here unless the nano is forced to slow down.
Of course nanos can go faster than 8km/s+. Way faster if they spend the isk on faction mods and implants. This is fairly rare but still game breaking. Fast enough that not much can touch them unless the pilot makes a critical mistake.
https://www.pandemic-legion.com/killboard/view_kill.php?id=116571
Easier than you'd expect.
For more kills check other garmon kills
We'd still have gotten him with 10km webs ;)
Stabber was plated + trimarked
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Foocurr
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Posted - 2008.07.17 23:40:00 -
[6]
Don't worry about Czilla. He's just a whining little baby.
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Crackzilla
The Shadow Order
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Posted - 2008.07.18 00:59:00 -
[7]
Originally by: Euriti Easier than you'd expect.
As the comments said, a 18km webber was used.
Give everyone a t1 option for a 18km web, even a weak web, and I'd have no issues.
Otherwise, yes it looks like an easy kill. Let me guess. Overloaded faction web? Skills and isk that most new players are unlikely to possess? Or was it an overloaded web backed with gang bonuses? Also something that isn't common.
Or lets look at it another way. A faction cruiser with a t1 cruiser both with bonuses for speed/mwd could counter a single vaga in a 2v1 fight. Sounds fair.
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Atsuko Ratu
Caldari VSP Corp.
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Posted - 2008.07.18 05:00:00 -
[8]
Edited by: Atsuko Ratu on 18/07/2008 05:00:02
Originally by: Crackzilla
As the comments said, a 18km webber was used.
Give everyone a t1 option for a 18km web, even a weak web, and I'd have no issues.
Lawls!
1) t1 web 2) interdiction maneuvers gang link 3) overload 4) ???? 5) profit!
My favorite part was the skill remark. That made my day |

Boz Well
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Posted - 2008.07.18 05:42:00 -
[9]
Originally by: Crackzilla
Originally by: Euriti Easier than you'd expect.
As the comments said, a 18km webber was used.
Give everyone a t1 option for a 18km web, even a weak web, and I'd have no issues.
Otherwise, yes it looks like an easy kill. Let me guess. Overloaded faction web? Skills and isk that most new players are unlikely to possess? Or was it an overloaded web backed with gang bonuses? Also something that isn't common.
Or lets look at it another way. A faction cruiser with a t1 cruiser both with bonuses for speed/mwd could counter a single vaga in a 2v1 fight. Sounds fair.
It comes down to how you define counter. It'd be quite easy for two cruisers against a single vagabond to survive the encounter and chase the vagabond pilot off. That in my mind is countering him. However, if you define it as being able to kill him reliably, then that's a bit trickier.
T1 18km webber? No thanks. However, I do like Waratron's idea of scripted or long range webbers that slow by a weaker amount. Still, I don't see the vagabond as really out of balance. It takes a good bit of sp and cash to pilot a good vagabond, and most of what you get for that money is maneuverability. If it was so easy for new players to take away that maneuverability, then why bother with the vagabond? The real risk I see in creating long-range webbers that any ship can fit is simply that you nerf speed ships across the board. However, that's likely going to have the biggest impact on Matar (look at how well their battleships do without speed on their side). Meh, I'm off topic. 
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Sun Liping
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Posted - 2008.07.18 08:42:00 -
[10]
Originally by: Sj01 How exactly do you "nano" your ship? Is it just putting the nanofiber structures under hull upgrades on your ship?
when it comes to weapons, you obviously dont want to use guns subject to tracking, but missiles and drones, which hit no matter how fast your angular velocity is.
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RazluP
Smegnet Corp
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Posted - 2008.07.18 12:59:00 -
[11]
Edited by: RazluP on 18/07/2008 12:59:09 if something goes over 6km/s missiles will not be your best choice
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Euriti
Gallente SniggWaffe
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Posted - 2008.07.18 21:23:00 -
[12]
Edited by: Euriti on 18/07/2008 21:24:28 Edited by: Euriti on 18/07/2008 21:24:16
Originally by: Crackzilla
Originally by: Euriti Easier than you'd expect.
As the comments said, a 18km webber was used.
Give everyone a t1 option for a 18km web, even a weak web, and I'd have no issues.
Otherwise, yes it looks like an easy kill. Let me guess. Overloaded faction web? Skills and isk that most new players are unlikely to possess? Or was it an overloaded web backed with gang bonuses? Also something that isn't common.
Or lets look at it another way. A faction cruiser with a t1 cruiser both with bonuses for speed/mwd could counter a single vaga in a 2v1 fight. Sounds fair.
Read the full post.
We'd still have gotten him with 10km web.
Refer to most of garmons hac kills for that.
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Euriti
Gallente SniggWaffe
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Posted - 2008.07.18 21:32:00 -
[13]
Originally by: Boz Well
Originally by: Crackzilla
Originally by: Euriti Easier than you'd expect.
As the comments said, a 18km webber was used.
Give everyone a t1 option for a 18km web, even a weak web, and I'd have no issues.
Otherwise, yes it looks like an easy kill. Let me guess. Overloaded faction web? Skills and isk that most new players are unlikely to possess? Or was it an overloaded web backed with gang bonuses? Also something that isn't common.
Or lets look at it another way. A faction cruiser with a t1 cruiser both with bonuses for speed/mwd could counter a single vaga in a 2v1 fight. Sounds fair.
It comes down to how you define counter. It'd be quite easy for two cruisers against a single vagabond to survive the encounter and chase the vagabond pilot off. That in my mind is countering him. However, if you define it as being able to kill him reliably, then that's a bit trickier.
T1 18km webber? No thanks. However, I do like Waratron's idea of scripted or long range webbers that slow by a weaker amount. Still, I don't see the vagabond as really out of balance. It takes a good bit of sp and cash to pilot a good vagabond, and most of what you get for that money is maneuverability. If it was so easy for new players to take away that maneuverability, then why bother with the vagabond? The real risk I see in creating long-range webbers that any ship can fit is simply that you nerf speed ships across the board. However, that's likely going to have the biggest impact on Matar (look at how well their battleships do without speed on their side). Meh, I'm off topic. 
The scripted thing sounds nice on paper.
But in gang vs gang, slap 4 webs on a nano hac and he's ****ed because of focus fire, encourages more people, just doesn't work out, it'd totally kill nano ships in every possible way but ganks and solo.
Also, Crackzilla, a new player cant expect to kill one solo, in gangs, there are a variety of tools to use that makes it possible.
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Lyria Skydancer
Amarr Eve Defence Force
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Posted - 2008.07.19 02:19:00 -
[14]
Originally by: Carthos Moltari Nano ships?
-Ships flown by nano-phags that belive in the art of nano-phaggotry  ----------------------------------------- [Video] I'm a soldier, so remember the name |

Irwin Finster
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Posted - 2008.07.20 06:47:00 -
[15]
And how is such a nano ship used then? Orbiting the target at max speed with mwd running? |

Artemis Rose
Eleckrostatik
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Posted - 2008.07.20 10:40:00 -
[16]
Originally by: Irwin Finster And how is such a nano ship used then? Orbiting the target at max speed with mwd running?
Well, thats one way to do it.
Often people have tried to manually fly them, or to switch between an orbit distance and a longer keep at range distance to create an ellipse.
In order to kill most things, the turret nano-ships have to slow down however. __________________________________________________
Currently Playing: Trolls from Outer Space Current Equipment: VISAcard chain mail, +2 Amulet of Epic Whine. WTB Purple Nerf Bat. |

Dendo Ordoss
Personal Vendetta Vendetta Alliance.
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Posted - 2008.07.20 10:54:00 -
[17]
Originally by: RazluP Edited by: RazluP on 18/07/2008 12:59:09 if something goes over 6km/s missiles will not be your best choice
and???
our guns dont hit when trying to oribt at that speed either, only nano ships that can orbit at full speed and hit are missile or drone ships. vagas(wich are ment to be fast) has to slow down to hit
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Felix Dzerzhinsky
Caldari Wreckless Abandon Un-Natural Selection
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Posted - 2008.07.20 12:09:00 -
[18]
3 nanofibers, 3 overdrives and damage mods = nanoed. Nanoes stack with polycarb rigs so these should add up to 3 (2 poly, 1 nano 3 Overdrive for example) - aux thruster rigs stack with Overdrives (so 3 nanofiber, 1 Overdrive 2 aux thrusters) and the extra lows get damage mods.
BC size and above don't generally nano well (although there are exceptions) ----
GO BLUE!! |

Euriti
Gallente SniggWaffe
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Posted - 2008.07.20 13:47:00 -
[19]
Usual nano low/rig slots are 2x Polycarbs, 3x ODs, 1x nanofibers. In some cases more, some cases less. Sometimes istab.
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BlackMoon Thrawn
Stimulus
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Posted - 2008.07.20 14:45:00 -
[20]
The term itself is likely left over from the time when Nanofibers added a fixed amount of speed and reduced mass. This meant on a ship with alot of low slots you could get obscene speed increases. Now most "nano" ships fit 2 polycarb rigs, 1 nanofiber and several OD. injectors.They would probably be better named Polycarb ships but whatever. |
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