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Fast scouts untouchable? |
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-09-01 19:58  
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On 2010-09-01 10:54, Bardiche wrote:
I once fought redbandit's speed-modded Battle Cruiser in a Heavy Cruiser. Due to defence mode, it was mostly a stand-still, but eventually I ran out of energy.
Speed-modded ships are incredibly good and I don't understand why not everyone realises this! Maybe there's a problem with damage calculation if the enemy ship moves too fast?
For Scouts, I think that it's OK if they're incredibly hard to kill with full-speed mods. It just means someone found the optimal way to mod them, and you can still end them by SDing on them or chasing with a Scout of your own (with some speed mod).
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Or you could ring the area with 8 x AWM (+48%) AM mines, get full ECM support and lure the scout into the field.
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2010-09-02 07:07  
Having tried fitting speed and turning enhancements on various ships, I have discovered that they're surprisingly effective; a torpedo cruiser with about 50-50 speed/turning mods could happily evade most enemy missile and cannon fire whilst approaching from maximum range, and I only started taking real damage when I got within beam range, due to their always-hit nature and the fact that I had to slow down in order to keep weapons bearing on the target. You can typically get a ship to move and turn almost as quickly as a ship one size category down, although acceleration suffers. A dreadnaught moving like a cruiser is interesting.
It's less effective against K'luth, since they have an annoying tendency to appear right next to you, their main weapons tend to be beams which never miss, and their incredibly high damage-dealing ability means that even if you dodge a lot of shots the ones that hit will hurt like hell. I did get some interesting results with a battle dreadnaught fitted with nothing but turning speed enhancements, though.
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Wapan Grand Admiral
Joined: September 28, 2009 Posts: 12 From: Wapan
| Posted: 2010-09-02 08:27  
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On 2010-09-01 18:58, Talien wrote:
Frigates are fine, people just need to learn how to use them properly. Way too many people try one a few times and die because they're doing it wrong then complain that Frigates suck.
Frigates in general are support combatants, they don't have the speed or maneuverability that lets Scouts dodge pretty much anything thrown at them, and alone they don't have the firepower to chew up anything larger than a Destroyer in short order unless used either in wolfpacks (as demonstrated by ICC's extensive use of Missile Frigates) or combined with a larger ship. What most Frigates do have is very good energy management and good standoff capability, or in the case of most Kluth Frigates, stupidly easy gameplay with cloak combined with their small size.
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I completely agree. Frigates do their job well, you just can't expect them to fill the role of a scout. It just won't happen.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-09-02 11:17  
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On 2010-09-02 07:07, Gejaheline wrote:
Having tried fitting speed and turning enhancements on various ships, I have discovered that they're surprisingly effective; a torpedo cruiser with about 50-50 speed/turning mods could happily evade most enemy missile and cannon fire whilst approaching from maximum range, and I only started taking real damage when I got within beam range, due to their always-hit nature and the fact that I had to slow down in order to keep weapons bearing on the target. You can typically get a ship to move and turn almost as quickly as a ship one size category down, although acceleration suffers. A dreadnaught moving like a cruiser is interesting.
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station-max-speed is 8,5 gu =/
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2010-09-03 17:45  
scouts are awesome. 5 speed enh, trail, 2 wep plexes FTW
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