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BiggestT
Caldari Fun Inc
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Posted - 2008.07.23 06:14:00 -
[91]
Originally by: Spaztick I'm curious, what exactly keeps fleet battles at range? Why not just turn it into a huge minny cluster**** and warp in on top of your enemy fleet, autocannons and neuts blazing? Is there some type of e-honor that makes fleet fights happen at 150-200km?
being 200km away is safer than being in hte middle of a blob poudly annoying fc's since 2007
http://oldforums.eveonline.com/?a=topic&threadID=828123 caldari drone boat enthusiast |
Derek Sigres
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Posted - 2008.07.23 06:16:00 -
[92]
Originally by: Spaztick I'm curious, what exactly keeps fleet battles at range? Why not just turn it into a huge minny cluster**** and warp in on top of your enemy fleet, autocannons and neuts blazing? Is there some type of e-honor that makes fleet fights happen at 150-200km?
It's often about the simple fact that closing to blster/ac range would result in explosion. The only way around this is to use a cloaked ship to sneak up to them and then warp to that member. It MIGHT work from time to time but unless you have a lot of spare ships handy for the job it won't be pretty. (A plus is those close range battleships have a hell of a lot more EHP/DPS). At worst you'll throw the opposing fleet into disarrary as you get slaughtered. At best it's a masterful plan.
Really though the whole thing falls apart in fleet combat - lots of perfectly viable strategies go out the window simply because lag makes it difficult to coordinate anything more complex than "everyone shoot at the primary". In my book lag is what kills fleet warfare for me. As it is I find it to be a video game version of russian roulette where nothing I do is going to really affect my odds of survival. If there were a magic "make the lag stop" button fleet warfare would be a great deal more fluid just because there ARE more viable options.
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Derek Sigres
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Posted - 2008.07.23 06:24:00 -
[93]
Originally by: BiggestT
Originally by: Spaztick I'm curious, what exactly keeps fleet battles at range? Why not just turn it into a huge minny cluster**** and warp in on top of your enemy fleet, autocannons and neuts blazing? Is there some type of e-honor that makes fleet fights happen at 150-200km?
being 200km away is safer than being in hte middle of a blob
Not really if you think about it. If everyone in that blob can hit you at 200 km, it stands to reason you are just as safe at 0km. Safer in fact because most of those ships will have WRETCHED tracking (425mm II with Spike L - .0002 rad/s tracking - if a ship starts to MOVE you'll start missing, at close range a non MWD caldari ship can outrun that kind of tracking. Really the problem is coordinating the strike. Afterall you have to have a LOT of ships come in at point blank range in a hurry and start wrecking the party. In laggy situations coordination is difficult at best - thus the reason most fleet combat invovles waiting for someone to tell you who to shoot at next and waiting to explode.
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Spaztick
Canadian Imperial Armaments EVESpace
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Posted - 2008.07.23 06:25:00 -
[94]
I had an idea! EMP or Thermal smartbomb fitted BS's designed to tank their own smartbomb damage. Spread them out enough though and if the smartbombs don't kill the enemy fleet the lag sure will.
I see your point. But seriously, more people should have some type of spacer in their sigs to show it's not part of the post. |
Derek Sigres
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Posted - 2008.07.23 06:27:00 -
[95]
Originally by: Spaztick I had an idea! EMP or Thermal smartbomb fitted BS's designed to tank their own smartbomb damage. Spread them out enough though and if the smartbombs don't kill the enemy fleet the lag sure will.
I see your point.
If you could reasonable hit more than one ship per smartbomb it's not a bad idea. Given the 6k range you may be able to hit a few. I personally don't like to get closer than 5km to another ship - exploding because you snag on a friendly ship sucks.
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BiggestT
Caldari Fun Inc
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Posted - 2008.07.23 09:52:00 -
[96]
Originally by: Derek Sigres
If everyone in that blob can hit you at 200 km, it stands to reason you are just as safe at 0km.
This statememnt makes no sense, ur suggesting that there will be snipers in the blobb? no, the snipers will be at 150-200km away, so ur safer coz no-one can get to you for a while rather than when ur at 0km poudly annoying fc's since 2007
http://oldforums.eveonline.com/?a=topic&threadID=828123 caldari drone boat enthusiast |
Lubomir Penev
interimo
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Posted - 2008.07.23 11:42:00 -
[97]
Originally by: Stoffl
Originally by: Lubomir Penev
Originally by: Stoffl
Originally by: Lubomir Penev With 8 Tachyon, Aurora, 3 heatsinks, mwd fitted I come down to between 1min20 and 1min35 of continuous firing depending on rest of fit, with all level 5 starting at full cap. Guns draw 82cap/s, even a heavy cap booster that you don't have the grid to fit anyway would not sustain that.
That's with the MWD running.
No that's without the MWD running, this thread is confusing enough without wrong facts. Tachybaddon not really viable without a guardian babysitting it IMHO
?!? WTH are you pulling the Abaddon from now, you quoted/answered discussions about the Apoc.
Anyhow, yes Abaddon as a fleetsniper is a PITA, but it works to some degree. 2 x Energy discharge rigs, a medium capbooster with 400's and a PDS II in the lows = cap-stable 501DPS@157+25.
My bad, thought it was Abaddon from the start. I don't think anyone doubt the apoc is a very good sniper nowadays. -- Coming to you, Assault Ships fix, by the people saying that the Gallente Recons are fine. |
Derek Sigres
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Posted - 2008.07.23 17:05:00 -
[98]
Originally by: BiggestT
Originally by: Derek Sigres
If everyone in that blob can hit you at 200 km, it stands to reason you are just as safe at 0km.
This statememnt makes no sense, ur suggesting that there will be snipers in the blobb? no, the snipers will be at 150-200km away, so ur safer coz no-one can get to you for a while rather than when ur at 0km
Given the question was pointed at "why fleet engagements happen at range" then the answer is a resounding of COURSE there will be snipers. Yes, many sniper ships probably aren't setup to hit targets at 200km - but rokhs certainly can. Given most sniper ships are being forced to use long range t2 ammo (which butchers tracking) IF you can get to point blank range you'll find that their targeting problems are going to be TERRIBLE until they switch ammo (which means anyone who switches ammo to hit you can't hit your fleet until they swap back - and in laggy fleet siuations it can take 20+ seconds easy to do each swap.
But like I have already said - lag is primarily what keeps trickery like this from occuring. It's quite difficult to coordinate even simple tasks when it takes 5 or more seconds for any action to register.
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