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EVE New Citizens Q&A

 
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How should one go about effectively pulsing their microwarpdrive?

Author
LittleBo Peep
Republic Military School
Minmatar Republic
#1 - 2013-02-13 01:43:11 UTC
I get the idea of why it should be done, but I can't find any guides describing exactly how one should go about doing it.

In particular, how should one go about pulsing their microwarpdrive when engaging in short-ranged tackle frigate? Are there different tactics when engaging solo or with a group against an individual opponent or an opposing group?
Merouk Baas
#2 - 2013-02-13 01:56:15 UTC
You can right-click on the MWD and disable the auto-repeat, so that you push the button, it activates for a cycle, and then you have to push the button again to get another cycle. That would be "pulsing" it. Or you can just remember to turn it off once you're in range.

If your job is to tackle, the MWD is there to get you into range ASAP. Once in range, you'll probably want the MWD off, in order to reserve your capacitor juice for keeping the warp scrambler module active and going.

Your ship survives based on speed, agility, and being small. If you're standing still or going straight at the target, they'll probably be able to hit you. You want to manually fly at an angle, so that you approach them but not head-on. You also want to do your stuff as soon as you get out of warp and they see you; don't sit there, MWD to them before they get a chance to target-lock and shoot you.

Energy neutralizers, webifiers, and drones will cause you pain, probably.
LittleBo Peep
Republic Military School
Minmatar Republic
#3 - 2013-02-13 03:47:19 UTC
Merouk Baas wrote:
You can right-click on the MWD and disable the auto-repeat, so that you push the button, it activates for a cycle, and then you have to push the button again to get another cycle. That would be "pulsing" it. Or you can just remember to turn it off once you're in range.

If your job is to tackle, the MWD is there to get you into range ASAP. Once in range, you'll probably want the MWD off, in order to reserve your capacitor juice for keeping the warp scrambler module active and going.

Your ship survives based on speed, agility, and being small. If you're standing still or going straight at the target, they'll probably be able to hit you. You want to manually fly at an angle, so that you approach them but not head-on. You also want to do your stuff as soon as you get out of warp and they see you; don't sit there, MWD to them before they get a chance to target-lock and shoot you.

Energy neutralizers, webifiers, and drones will cause you pain, probably.


Ok, thanks. I was mostly just curious about how frequently to pulse it and when. Also... I plan to be cap stable so that I can keep it on when I am in range. Blink
Lost Greybeard
Drunken Yordles
#4 - 2013-02-13 04:54:04 UTC
LittleBo Peep wrote:

Ok, thanks. I was mostly just curious about how frequently to pulse it and when. Also... I plan to be cap stable so that I can keep it on when I am in range. Blink


How frequently: Whenever you're somewhere you don't want to be and want to get into a position in which you do want to be.

When: On approach to your target, mostly, though if you're just tackling and not actually shooting you might just leave it on while you orbit. In PvE, a single or double MWD pulse can be used to run _away_ from things for range, as well, when you need to be, say, 20km away from an NPC that's trying to maintain 5km and is faster than you.
Keno Skir
#5 - 2013-02-13 06:10:19 UTC
LittleBo Peep wrote:
Ok, thanks. I was mostly just curious about how frequently to pulse it and when. Also... I plan to be cap stable so that I can keep it on when I am in range. Blink


If you're cap stable then pulsing the MWD is not necessary to save power.

That said, remember that when the MWD is active your sig radius is expanded 500%. That means you are effectively 5 times larger than you are when the MWD is off. With the MWD on you will be locked 5 times faster and be a 5 times bigger target to hit. Always remember this effect when using a MWD, sometimes you're better off slow than inflating yourself yourself to gain speed.
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#6 - 2013-02-13 12:46:52 UTC
Keno Skir wrote:
LittleBo Peep wrote:
Ok, thanks. I was mostly just curious about how frequently to pulse it and when. Also... I plan to be cap stable so that I can keep it on when I am in range. Blink


If you're cap stable then pulsing the MWD is not necessary to save power.

That said, remember that when the MWD is active your sig radius is expanded 500%. That means you are effectively 5 times larger than you are when the MWD is off. With the MWD on you will be locked 5 times faster and be a 5 times bigger target to hit. Always remember this effect when using a MWD, sometimes you're better off slow than inflating yourself yourself to gain speed.


This and MWD on might do strange things to your orbit.
In the worst case might carry you quite a distance away from your target giving him the opportunity to land a good shot on your Frig that has a signature like a Cruiser....

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Merouk Baas
#7 - 2013-02-13 13:15:57 UTC  |  Edited by: Merouk Baas
Keno Skir wrote:
That said, remember that when the MWD is active your sig radius is expanded 500%. That means you are effectively 5 times larger than you are when the MWD is off.


500% bonus = 6 x

120% bonus = 2.2 x
50% bonus = 1.5 x
0% bonus = 1 x
20% penalty = 0.8 x
50% penalty = 0.5 x
100% penalty = 0

EVE math won't make sense unless you remember that your ship is at 100% already, and you're adding the 500% bonus on top of the 100%, making it "6 times."
Maire Gheren
Imperial Shipment
Amarr Empire
#8 - 2013-02-13 16:13:41 UTC
LittleBo Peep wrote:
I plan to be cap stable so that I can keep it on when I am in range. Blink

I hope you are not wasting any high, mid, or low slots toward achieving that cap stability, or else you are gimping your ship for no real benefit. If you go "Buffer tank, capless weapons, good skills - hey, i'm cap stable, how did that happen?" then it's a nice bonus. Lots of people ruin their fit with lots of cap rechargers and the like though. It's a little bit like ripping out all your bathrooms to be able to fit a climate control that can keep the furthest corner of the house at 100f in -70f weather. It's a needlessly nifty ability at the cost of things they you kind've really need.
J'Poll
School of Applied Knowledge
Caldari State
#9 - 2013-02-13 17:32:52 UTC
Keno Skir wrote:
LittleBo Peep wrote:
Ok, thanks. I was mostly just curious about how frequently to pulse it and when. Also... I plan to be cap stable so that I can keep it on when I am in range. Blink


If you're cap stable then pulsing the MWD is not necessary to save power.

That said, remember that when the MWD is active your sig radius is expanded 500%. That means you are effectively 5 times larger than you are when the MWD is off. With the MWD on you will be locked 5 times faster and be a 5 times bigger target to hit. Always remember this effect when using a MWD, sometimes you're better off slow than inflating yourself yourself to gain speed.


Not to mention that with your MWD on you will have a hard time to get into a close orbit cause the speed will make you sling out of it.

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Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2013-02-13 19:08:28 UTC
Maire Gheren wrote:
LittleBo Peep wrote:
I plan to be cap stable so that I can keep it on when I am in range. Blink

I hope you are not wasting any high, mid, or low slots toward achieving that cap stability, or else you are gimping your ship for no real benefit.

Similarly, some people avoid cap boosters because they are inconvenient, then waste slots and rigs for capacitor stuff when they could have used ONE cap booster module to replace them all.


Tip: It takes Industry 1 skill to manufacture cap charges. The BPO and minerals take up less volume than the charges themselves, so it makes more sense to NOT haul the larger cap charges around.
Davith en Divalone
Aliastra
Gallente Federation
#11 - 2013-02-13 20:05:30 UTC
With some experience, you can learn how many MWD cycles you need to cover a given distance.

Cap stability is useful for some flavors of PvE. It's much less important for PvP.
LittleBo Peep
Republic Military School
Minmatar Republic
#12 - 2013-02-14 00:16:04 UTC
Davith en Divalone wrote:
Cap stability is useful for some flavors of PvE. It's much less important for PvP.


I'm curious about why that's so. As I've been looking at various guides I've noticed that the suggested fits are often not cap stable and that surprised me. For example... I've been looking at some builds with active armor tanking and some of their capacitors empty after only a minute or so. To a complete neophyte, like myself, this seems like it would spell certain doom -- as your ship stops getting repaired and your various modules go offline. What's the deal? Is cap stability more or less important in some PvP situations as compared to others?
Marsan
#13 - 2013-02-14 01:42:22 UTC
Some fits are crap, some assume a certain level of skills, some assume skills and implants, some assume that you won't be using everything fitted at once...

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Keno Skir
#14 - 2013-02-15 23:05:19 UTC
LittleBo Peep wrote:
Davith en Divalone wrote:
Cap stability is useful for some flavors of PvE. It's much less important for PvP.


I'm curious about why that's so. As I've been looking at various guides I've noticed that the suggested fits are often not cap stable and that surprised me. For example... I've been looking at some builds with active armor tanking and some of their capacitors empty after only a minute or so. To a complete neophyte, like myself, this seems like it would spell certain doom -- as your ship stops getting repaired and your various modules go offline. What's the deal? Is cap stability more or less important in some PvP situations as compared to others?


The average small (1v1 to 3v3 ish) PvP engagement lasts only a few minutes and the fits take this into account. For larger ones many of the fits assume you will have logistics to keep you fed with capacitor. You will find that by abandoning ideas of stability you can make your ships a hell of a lot more effective for just a few minutes. It's a personal thing and depends a bit on your playstyle, but you will find most PvP fits will favour massive effect over effective duration.

Most mission fits (Active tank anyway) are designed to out tank the incoming dps perminently. In PvP it's much less likely you will be able to permatank incoming dps, so it becomes much more a race to kill your opponent before he kills you.
Crumplecorn
Eve Cluster Explorations
#15 - 2013-02-16 05:56:15 UTC
LittleBo Peep wrote:
For example... I've been looking at some builds with active armor tanking and some of their capacitors empty after only a minute or so. To a complete neophyte, like myself, this seems like it would spell certain doom -- as your ship stops getting repaired and your various modules go offline. What's the deal? Is cap stability more or less important in some PvP situations as compared to others?
Generally the thinking is that by the time your cap would run out, the fight is already over one way or another.

With regards to active tanking, your tank is a balance between how fast it can heal you and how long you can run it. Being able to run it past the point where you die is obviously pointless, and running out of cap early kills you, so you aim to have your cap last roughly as long as a fight is expected to last. Cap stable is a waste of time, as the fight certainly won't go on forever. Also, any hopes and dreams of being cap stable go out the window if you get neuted.

Similar thinking applies to gank fits: Abandon most/all tank, fit for maximum possible damage, and trust that you can end the fight before the other guy has time to kill you.

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