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Topic: Tips for tackling? (Read 2644 times)
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nurtsi
Terracotta Army
Posts: 291
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I've been tackling people in my trusty Incursus for a while now. I've got the standard mid slot setup of web, scrambler and MWD. Low slots are usually overdrive injector + 100mm plates, high slots got two small blasters (can't fit 3rd with my skills). The plates are just to keep me alive longer.
I usually tackle just by hitting the MWD and closing in. I cut the MWD before I reach the target so I'm not going to overshoot him and go out of scrambler and web range (< 8km). Would it be better to try orbit further away and keep the MWD active? For example by using Warp Disruptors (20km range). I couldn't use a webifier from that range, but maybe I could use a webber drone (seems a bit crappy though).
Also, what to do about drones? I hate it when other people use them against me. Last night I was tackling an Eos command ship and after he put his 5x Hammerhead IIs on me, I think I lasted for about 10 seconds.
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lac
Terracotta Army
Posts: 1657
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go out of scrambler and web range (< 8km) a scram is 7.5km, a disruptor is 20km and web is 10km (14km overloaded I think) To outrun drones you must keep pulsing you MWD as soon as they are on you so you regain some distance. In this confrontation there wasn't much you could do to keep those hammerheads from chewing through you. They are pretty fast and that guy probably had good drone skills.
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« Last Edit: February 18, 2008, 04:42:05 AM by lac »
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5150
Terracotta Army
Posts: 951
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I think a T1 scram is actually 7.5km off the top of my head Your orbit speed/distance sortof depends on your target (unless you are speed tanked) and also on your fit. You'd typically want to get a nice tight orbit against a turret boat of a ship class larger than yourself (unless you suspect he has a web) but go as fast as possible against a missile boat (to try and mitigate the damage by exceedig the explosion velocity) which will result in a bigger orbit distance (too small and your ship will slow down to try and keep the distance its been given) That said if you know you're not fast enough to mitigate missile damage (probably because of the sig bloom if youre using a MWD) you just have to try and kill him before you die so range becomes less of a factor. Unless you are seriously speed tanked Drones are going to be a pain (unless they are 1 or 2 classes bigger than your ship perhaps) and if you need to kill them (rather than just killing the controlling ship) you will probably need to web them (10km range) but then your orbit of the target ship might take you out of weapons range (i.e. blasters) of the target drone. Add on top of this other factors such as your firtting including things like Nos and Neut (Frigate version have a range in the region of 5.5km) and suddenly you might have to get into web range just to maintain your [active] tank and/or break his. I had a corp mate use a cap injected Incursus with which he was able to a [mining] battleship http://www.battleclinic.com/eve_online/pk/view.php?type=player&name=Ghost+Nightmare&id=3075465&page=3&filter=kills#mail
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Slayerik
Terracotta Army
Posts: 4868
Victim: Sirius Maximus
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One lesson that needs to be learned is, pressing MWD and "Approach" (or orbit at a close range) and be a recipe for dead. You have no transversal and a big ole sig radius. I like to come in at an angle (using manual steering) unless I'm feeling brave and lazy.
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"I have more qualifications than Jesus and earn more than this whole board put together. My ego is huge and my modesty non-existant." -Ironwood
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IainC
Developers
Posts: 6538
Wargaming.net
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Another lesson is that a speed tank does not work at <10km range. Any ship with lots of midslots (the ones that a speed tank will work against) is more likely than not to have a webber in there. Additionally he may or may not have smartbombs as well - especially if fitted for anti-drone warfare.
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nurtsi
Terracotta Army
Posts: 291
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Hmm, that MWD + approach is a good point. I always do that 
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5150
Terracotta Army
Posts: 951
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Another lesson is that a speed tank does not work at <10km range. Any ship with lots of midslots (the ones that a speed tank will work against) is more likely than not to have a webber in there. Additionally he may or may not have smartbombs as well - especially if fitted for anti-drone warfare.
To be fair if you are truely speed tanking you wont be able to sustain a >=10km orbit anyway. My 6.1km/s Crow orbits at 18km when the orbit is set to 13km Having said that against Battleships you're not safe (from Smartbombs/Nos/Neut) inside 25km anyway!
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nurtsi
Terracotta Army
Posts: 291
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Killed by a bloody Abaddon with lasers last night because I got too close before hitting orbit. The silly autopilot apparently decides to reach the target orbit distance by flying directly away from the target thus reducing traversal velocity to zero 
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dwindlehop
Terracotta Army
Posts: 1242
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Like Slayerik says, double click in space somewhere to the side of your target, then enter orbit once you're within range more or less. You shouldn't cut your MWD until cap starts to become an issue. Be careful when tackling something like a Vagabond, which can more or less one-volley you if it kites you out.
Also note that T2 warp disruptors are 24km, which helps out a lot when MWDing.
I'd say tackling well doesn't make a different in 3/4 of my kills, but in the remaining 1/4 it's the difference between a nice victory and a blown kill or a dead tackler.
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