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Warfare & Tactics

 
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Dreads/Carriers and Warp Scramblers/Distrupters

Author
Ellon JTC
Quadralien
#1 - 2013-08-31 14:23:12 UTC
Hi
I was wondering, are Dreads and Carriers effected by warp distributers or scramblers?
(Could a t1 frig hold down a dreadnought?)
Machiavelli's Nemesis
Angry Mustellid
#2 - 2013-08-31 14:34:57 UTC
Normally yes, but not once they activate siege/triage mode.
Korhag
Fairlight Corp
Rooks and Kings
#3 - 2013-08-31 14:46:01 UTC  |  Edited by: Korhag
Dreads and Carriers can be warp disrupted/scrambled.

If they active their Triage and Siege Modules they are immune to those effects until they have ended cycle, where they are then vulnerable once more.

Realistically, a t1 frigate fitted with a warp disruptor could hold a Carrier down for example, but may have problems with Neuts and light drones/ecm drones.

1

Ellon JTC
Quadralien
#4 - 2013-08-31 15:02:24 UTC
Aren't they basically stuck for the duration of the siege/triage mod?
Seraph Castillon
In Control
Neon Nightmares
#5 - 2013-08-31 15:58:04 UTC
Ellon JTC wrote:
Aren't they basically stuck for the duration of the siege/triage mod?

Yes
Machiavelli's Nemesis
Angry Mustellid
#6 - 2013-08-31 17:27:29 UTC
Ellon JTC wrote:
Aren't they basically stuck for the duration of the siege/triage mod?


Yes. Although if you sit about waiting for them to end their cycle so you can point them you have to be pretty sharp (or constantly spamming your point) or hope they are stupid enough to not have an out-cyno ready.

Even then, if it's something like a triage carrier playing triage relay with another carrier, they can refit to all warp stabs a couple of seconds before their cycle ends and make your point effectively irrelevant.
Ellon JTC
Quadralien
#7 - 2013-08-31 18:24:13 UTC
Machiavelli's Nemesis wrote:
Ellon JTC wrote:
Aren't they basically stuck for the duration of the siege/triage mod?


Yes. Although if you sit about waiting for them to end their cycle so you can point them you have to be pretty sharp (or constantly spamming your point) or hope they are stupid enough to not have an out-cyno ready.

Even then, if it's something like a triage carrier playing triage relay with another carrier, they can refit to all warp stabs a couple of seconds before their cycle ends and make your point effectively irrelevant.


Could you please explain a bit more noob friendly :)
Machiavelli's Nemesis
Angry Mustellid
#8 - 2013-08-31 18:39:57 UTC
Ellon JTC wrote:
Machiavelli's Nemesis wrote:
Ellon JTC wrote:
Aren't they basically stuck for the duration of the siege/triage mod?


Yes. Although if you sit about waiting for them to end their cycle so you can point them you have to be pretty sharp (or constantly spamming your point) or hope they are stupid enough to not have an out-cyno ready.

Even then, if it's something like a triage carrier playing triage relay with another carrier, they can refit to all warp stabs a couple of seconds before their cycle ends and make your point effectively irrelevant.


Could you please explain a bit more noob friendly :)


Unsure which bit you don't understand, but here goes:

Capitals need a second ship with a cynosural field (or cyno for short) in fleet to jump to in order to move from system to system. They can do this the moment their siege cycle ends (providing they have enough capacitor to jump). Any competent capital pilot will make sure he has a cyno in a nearby system to jump to the moment his cycle ends. It's a simple contingency measure.

If you're clicking to activate your point every second (and getting the dialog box that says you can't because the dread is in siege), you'll manage to lock it on just as his cycle ends.

This works nicely, except in the case of a capital that has another carrier close by (2500m). Carriers have the ability to let ships refit their modules in space (either spare modules stored in their hold or in the carrier's corp hangar), a carrier that's in triage and is planning to escape can wait out most of it's cycle, then use another carrier's fitting service to swap out it's low slots for warp core stabilisers. This will basically mean it has +6 or +7 warp strength and fast point you try and lock on immediately as it's cycle ends will only reduce its warp strength by 1 or 2, so it can still jump out.
Estella Osoka
Cranky Bitches Who PMS
#9 - 2013-08-31 18:54:09 UTC
You need heavy interdictors to tackle a capitol ship effectively.
Crosi Wesdo
War and Order
#10 - 2013-08-31 19:09:27 UTC  |  Edited by: Crosi Wesdo
Snuffbox had 8ish dreads and a carrier on field the other day, so obviously i went in for tackle with my maulus.

Everything jumped out (after hilariously trying to track me) except the triage and the dread i had tackled. That dread refitted stabs off the carrier and jumped, at which point i tackled the archon.

Several minutes passed as i was bombarded with offers of help, but nothing materialised before snuff titan bridged 10ish AF, faction frigs and ceptors onto the pos they had sieging and i had to let go. Then they called me a coward for running, as per low sec etiquette.
Ellon JTC
Quadralien
#11 - 2013-09-01 04:27:14 UTC
Machiavelli's Nemesis wrote:
Ellon JTC wrote:
Machiavelli's Nemesis wrote:
Ellon JTC wrote:
Aren't they basically stuck for the duration of the siege/triage mod?


Yes. Although if you sit about waiting for them to end their cycle so you can point them you have to be pretty sharp (or constantly spamming your point) or hope they are stupid enough to not have an out-cyno ready.

Even then, if it's something like a triage carrier playing triage relay with another carrier, they can refit to all warp stabs a couple of seconds before their cycle ends and make your point effectively irrelevant.


Could you please explain a bit more noob friendly :)


Unsure which bit you don't understand, but here goes:

Capitals need a second ship with a cynosural field (or cyno for short) in fleet to jump to in order to move from system to system. They can do this the moment their siege cycle ends (providing they have enough capacitor to jump). Any competent capital pilot will make sure he has a cyno in a nearby system to jump to the moment his cycle ends. It's a simple contingency measure.

If you're clicking to activate your point every second (and getting the dialog box that says you can't because the dread is in siege), you'll manage to lock it on just as his cycle ends.

This works nicely, except in the case of a capital that has another carrier close by (2500m). Carriers have the ability to let ships refit their modules in space (either spare modules stored in their hold or in the carrier's corp hangar), a carrier that's in triage and is planning to escape can wait out most of it's cycle, then use another carrier's fitting service to swap out it's low slots for warp core stabilisers. This will basically mean it has +6 or +7 warp strength and fast point you try and lock on immediately as it's cycle ends will only reduce its warp strength by 1 or 2, so it can still jump out.



But is the cyno jump immediate? Wouldn't the scrambler/distrupter see that the carrier is trying to jump out and scramble it before it does?
Karak Bol
Low-Sec Survival Ltd.
#12 - 2013-09-01 06:48:02 UTC
1. A scrambler doesnt see anything.
2. Yes, a jump is immediate. The game checks in the moment the pilot clicks "jump" if the jump is legal. That means:
- Am I out off a Warp Disruption Sphere?
- Do I have enough Cap?
- Am I free of warp scramblers?
- If No, is my Warp Strenght still over 0?
If all answers are yes, ship jumps.

For you that means: You lose point on the carrier, because of triage. You know now, that you cant point the carrier for 5 minutes. Watch the clock, at the end of the 5 minutes click on your scram as often as you can (once per second is enough). If your scram reactivates the triage is over. If the Carrier still jumps, he had Warp core stabilizer fitted, countering your scram. A Scram does not activate by itself.
ShahFluffers
Ice Fire Warriors
#13 - 2013-09-01 07:28:18 UTC  |  Edited by: ShahFluffers
Ellon JTC wrote:
Machiavelli's Nemesis wrote:
Ellon JTC wrote:
Machiavelli's Nemesis wrote:
Ellon JTC wrote:
Aren't they basically stuck for the duration of the siege/triage mod?


Yes. Although if you sit about waiting for them to end their cycle so you can point them you have to be pretty sharp (or constantly spamming your point) or hope they are stupid enough to not have an out-cyno ready.

Even then, if it's something like a triage carrier playing triage relay with another carrier, they can refit to all warp stabs a couple of seconds before their cycle ends and make your point effectively irrelevant.


Could you please explain a bit more noob friendly :)


Unsure which bit you don't understand, but here goes:

Capitals need a second ship with a cynosural field (or cyno for short) in fleet to jump to in order to move from system to system. They can do this the moment their siege cycle ends (providing they have enough capacitor to jump). Any competent capital pilot will make sure he has a cyno in a nearby system to jump to the moment his cycle ends. It's a simple contingency measure.

If you're clicking to activate your point every second (and getting the dialog box that says you can't because the dread is in siege), you'll manage to lock it on just as his cycle ends.

This works nicely, except in the case of a capital that has another carrier close by (2500m). Carriers have the ability to let ships refit their modules in space (either spare modules stored in their hold or in the carrier's corp hangar), a carrier that's in triage and is planning to escape can wait out most of it's cycle, then use another carrier's fitting service to swap out it's low slots for warp core stabilisers. This will basically mean it has +6 or +7 warp strength and fast point you try and lock on immediately as it's cycle ends will only reduce its warp strength by 1 or 2, so it can still jump out.



But is the cyno jump immediate? Wouldn't the scrambler/distrupter see that the carrier is trying to jump out and scramble it before it does?

It depends on 2 things:

1. Who clicks faster.
2. Whether the server lags or not.

Coming out of Triage Mode is rather subtle and is not always noticed right away. Unless people are spamming the warp disruption button the carrier has a chance to jump drive out... and yes, a capital jumping out is instantaneous (provided they have the capacitor to do so...which is 72% of max... which they rarely have under high sustained fire because their repair systems require power too).
Ellon JTC
Quadralien
#14 - 2013-09-01 08:25:51 UTC
So if I'm understanding this correctly, carriers/dreads don't need to align before making a jump like normal ships?
ShahFluffers
Ice Fire Warriors
#15 - 2013-09-01 08:50:25 UTC  |  Edited by: ShahFluffers
Correct.

Jump drives operate differently from regular warp drives.

All that jump drives care about is...

- the capital ship has 72%+ capacitor.
- there is a cyno beacon (from another fleeted ship) in another system.
- the capital ship is not warp disrupted/scrambled.
Ellon JTC
Quadralien
#16 - 2013-09-01 09:07:39 UTC
So basically sending out a couple of dreads to take down a poco or tower in low sec could get very dangerous without sub cap support . If a couple of frigates happen to arrive with warp scrams they could hold down the dreads until the capital fleet arrives to finish the job. Is that correct?
ShahFluffers
Ice Fire Warriors
#17 - 2013-09-01 09:10:43 UTC
Ellon JTC
Quadralien
#18 - 2013-09-02 09:27:26 UTC
cool, thanks for the help :)