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Dual Rep Incursus woes

Author
Veikitamo Gesakaarin
Doomheim
#21 - 2013-10-18 04:36:52 UTC
A brawler Condor with rocket/neut/ab/scram/web/MSE would have worked. It has enough dps to force the two reps to be on and the neut will make them eat through their navy 400's.

It's also a fun ship to troll people who see a Condor in a plex, grab their mwd/scram frig of choice and proceed to die horribly when they're the ones that end up scrammed and webbed.

Just make sure to sit 30km from the timer and pretend you're afk/clueless.

Kurilaivonen|Concern

Maximus Hashur
Federal Defense Union
Gallente Federation
#22 - 2013-10-18 18:45:06 UTC  |  Edited by: Maximus Hashur
Dual rep incursus, as most people here are saying, is by no means a tough fight if you know about range control. I take them out regularly in an arty slasher and/or arty firetail. They expect a brawl and get all confident, only to be scram kited with me at 8 km with opt range disruption making the edge of their falloff (even with null) about 3.5 km.

Scram range kiting is the key, in anything that can do more than 100-120 DPS at 7 km, or for arty just let the alpha overwhelm the rep cycle. hit keep at range 7.5 and watch D

Looked up...saw this F***ING clown dropping like a rock.  Woke up in Vylade wondering what just happened!!!

Sleban
Pole Shift Incorporated
#23 - 2013-10-22 05:59:38 UTC
There's an assumption that all dual rep Incursii are using blasters. What happens if the dual repper is using 125mm rails?
Tetsuo Tsukaya
Perkone
Caldari State
#24 - 2013-10-22 12:36:09 UTC
I don't think there is enough power grid, but if there were you'd just switch to a right orbit where the guns can't track you
Sleban
Pole Shift Incorporated
#25 - 2013-10-22 13:53:10 UTC  |  Edited by: Sleban
There is definitely enough powergrid to fit 3 x 125mm IIs on a dual-rep incursus, even with modest skills. I'll post the fit if you want. You can fit 2 x 125s and a 150 if your fitting skills are good enough.

So scram range kiting against a rail / dual rep incursus at 7km is great for the incursus - that's just the optimal for 125mm IIs with CNA. Even with dual tracking disruption, the rail-repper can switch to much longer range ammo and still hit. Plus you're scrammed if you're inside 9k, slowing down to where the tracking on the 125 IIs is sufficient to score decent hits even if you're orbitting with an AB.

Although the dual repper is burning through cap booster charges to keep everything running, it lasts well over five minutes and with skills at V and proper rigs can restore more than 102 EHP a second. Enough to make a dent in all but the tankiest / dampiest of kites.

I agree that the blaster fit dual repper gets caned by some kites if they wriggle out of its grasp, but the rail fit dual repper is way more adaptable, however.
Stalking Mantis
School of Applied Knowledge
Caldari State
#26 - 2013-10-22 13:57:38 UTC  |  Edited by: Stalking Mantis
Anything with a neut will ruin it's day.

Try a MAN's condor. (Not that wimpy td missle one).

High power
1x Small Energy Neutralizer II
3x Rocket Launcher II
Medium power
1x Warp Scrambler II
1x Medium Shield Extender II
1x 1MN Afterburner II
1x Stasis Webifier II
Low power
1x Ballistic Control System II
1x Micro Auxiliary Power Core II
Rig Slot
1x Small Bay Loading Accelerator I
1x Small Anti-Thermal Screen Reinforcer I
1x Small Anti-EM Screen Reinforcer I

Watch ppl come straight into your plex thinking your td mwd missile fit.......scram/web/neut/overheat rockets.....mitigate damage by keeping 6 to 7 k range....think you can't hang and need to bail? Over heat ab burn out of scram range and vamos.

Peace

Amarr Liason Officer Extraordinare -->Check Out Amarrian Vengeance/Amarr FW History from 2011 to 2014 https://forums.eveonline.com/default.aspx?g=posts&t=352629&find=unread

Sleban
Pole Shift Incorporated
#27 - 2013-10-22 14:19:05 UTC  |  Edited by: Sleban
I'd have to test it, but the dual repper fit I use has a max cap of 407.5 GJ, carries 13 Navy Cap Booster 400s and can pump one in every 22 seconds or so. Without the cap boosters, and with everything running, cap lasts about 30 seconds. With skilful management (watching the cap and mod cycles carefully before lobbing in a 400) you can squeeze 7 minutes out of it in some fights. Cap booster 200s are a bit easier to run, but they're not as time efficient. 400s are the way to go.

By my reckoning, even with that Condor's neut running and sucking out 54GJ every six seconds, I think the incursus would be able to operate for 70-80 seconds without capping out - plus it can instantly 'recap' to maximum once reloaded and ready. This assumes the incursus does in fact need to run both reppers at max capacity continually from the outset, which you often don't. You don't need to switch them on for a bit until shields are well down, plus for shorter fights generally the combo of SAR + SAAR is better.

Plus - that neut is gobbling down 34GJ of the condor's cap every six seconds, not to mention the scram, web and AB cap requirements. How long is that going to last?

I don't want you to think that I'm particularly batting for the incursus, or on the cusp of getting "Incursus dual-rep FTW" tattooed on my face or something, but it's a dangerous game getting into a cocky neut battle against a ship that's carrying the equivalent of 13 normal frigate capacitors in its hold in one go.
Stalking Mantis
School of Applied Knowledge
Caldari State
#28 - 2013-10-22 14:26:44 UTC
Sleban wrote:
I'd have to test it, but the dual repper fit I use has a max cap of 407.5 GJ, carries 13 Navy Cap Booster 400s and can pump one in every 22 seconds or so. Without the cap boosters, and with everything running, cap lasts about 30 seconds. With skilful management (watching the cap and mod cycles carefully before lobbing in a 400) you can squeeze 7 minutes out of it in some fights. Cap booster 200s are a bit easier to run, but they're not as time efficient. 400s are the way to go.

By my reckoning, even with that Condor's neut running and sucking out 54GJ every six seconds, I think the incursus would be able to operate for 70-80 seconds without capping out - plus it can instantly 'recap' to maximum once reloaded and ready. This assumes the incursus does in fact need to run both reppers at max capacity continually from the outset, which you often don't. You don't need to switch them on for a bit until shields are well down, plus for shorter fights generally the combo of SAR + SAAR is better.

Plus - that neut is gobbling down 34GJ of the condor's cap every six seconds, not to mention the scram, web and AB cap requirements. How long is that going to last?

I don't want you to think that I'm particularly batting for the incursus, or on the cusp of getting "Incursus dual-rep FTW" tattooed on my face or something, but it's a dangerous game getting into a cocky neut battle against a ship that's carrying the equivalent of 13 normal frigate capacitors in its hold in one go.



The constant damage output on that condor is too much. With my skills your talking a volley every 2 seconds of rockets.

Amarr Liason Officer Extraordinare -->Check Out Amarrian Vengeance/Amarr FW History from 2011 to 2014 https://forums.eveonline.com/default.aspx?g=posts&t=352629&find=unread

Sleban
Pole Shift Incorporated
#29 - 2013-10-22 14:50:16 UTC
This is a bit of a theorycrafting battle, but assume, as you suggest, the preferred optimal on both sides is 6km so the Condor can get the neut running nicely.

Here's the incursus fit so you can see what I'm talking about:

3 x 125mm Railgun IIs with CNA.

1MN Afterburner II
Faint Epsilon Warp Scrambler I
Small Capacitor Booster II with Navy Cap Booster 400s

Damage Control II
Tracking Enhancer II
Small Armor Repairer II
Small Ancilliary Armour Repairer with Nanite

Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Nanobot Accelerator I

Hobgoblin II

The Incursus does 112 DPS including the drone with max skills, has EHP of 3440, reps 102.3 EHP per second before the Nanite runs out - and can cap boost 400GJ every 22-23 seconds for 13 rounds - almost precisely 300 seconds.


The Condor does 112 DPS with max skills (assuming faction Scourge rockets), has EHP of 3847.5 and is cap stable at 46.7% even with the neut running. Which is nice.

Condor's shield recharge 16.4 EHP per second, I believe.

Assuming no evasive moves - just standing and blapping at optimal - this gives the incursus about 70-80 seconds of play before the cap starts running out and the shield reppers stop working - although, again, it can quickly reboost once the reloading cycle is complete.

60-70 seconds is more than enough for the incursus to see off the Condor, IMHO. It certainly won't be a pushover for the Condor. But, as always, pilot skill comes into play.





Tetsuo Tsukaya
Perkone
Caldari State
#30 - 2013-10-22 15:00:27 UTC
Sleban wrote:
There is definitely enough powergrid to fit 3 x 125mm IIs on a dual-rep incursus, even with modest skills. I'll post the fit if you want. You can fit 2 x 125s and a 150 if your fitting skills are good enough.

So scram range kiting against a rail / dual rep incursus at 7km is great for the incursus - that's just the optimal for 125mm IIs with CNA. Even with dual tracking disruption, the rail-repper can switch to much longer range ammo and still hit. Plus you're scrammed if you're inside 9k, slowing down to where the tracking on the 125 IIs is sufficient to score decent hits even if you're orbitting with an AB.

Although the dual repper is burning through cap booster charges to keep everything running, it lasts well over five minutes and with skills at V and proper rigs can restore more than 102 EHP a second. Enough to make a dent in all but the tankiest / dampiest of kites.

I agree that the blaster fit dual repper gets caned by some kites if they wriggle out of its grasp, but the rail fit dual repper is way more adaptable, however.


Then just orbit under the rail guns tracking. No web incursus is a failfit whether you fit it with blasters or rails, you'be just traded not being able to keep within optimal with not being able to track what you're shooting.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#31 - 2013-10-22 15:27:51 UTC
Sleban wrote:
There's an assumption that all dual rep Incursii are using blasters. What happens if the dual repper is using 125mm rails?



You need AB/web to use rails.

Otherwise you will just have a lot of fights where you can't hit ****.

BYDI recruitment closed-ish

Sleban
Pole Shift Incorporated
#32 - 2013-10-22 15:56:24 UTC
Gentlemen - I see and accept to a degree the points you're both making about the tracking on rails. But it isn't correct to assume that the tracking on rails, without a web, is so completely bobbins that they don't hit at all or don't do any damage. They do.

And therein lies the tradeoff you make with a dual-rep rail incursus. You are in a marathon, not a sprint. It just takes longer to get the job done.
Stalking Mantis
School of Applied Knowledge
Caldari State
#33 - 2013-10-22 16:22:40 UTC
Sleban wrote:
This is a bit of a theorycrafting battle, but assume, as you suggest, the preferred optimal on both sides is 6km so the Condor can get the neut running nicely.

Here's the incursus fit so you can see what I'm talking about:

3 x 125mm Railgun IIs with CNA.

1MN Afterburner II
Faint Epsilon Warp Scrambler I
Small Capacitor Booster II with Navy Cap Booster 400s

Damage Control II
Tracking Enhancer II
Small Armor Repairer II
Small Ancilliary Armour Repairer with Nanite

Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Nanobot Accelerator I

Hobgoblin II

The Incursus does 112 DPS including the drone with max skills, has EHP of 3440, reps 102.3 EHP per second before the Nanite runs out - and can cap boost 400GJ every 22-23 seconds for 13 rounds - almost precisely 300 seconds.


The Condor does 112 DPS with max skills (assuming faction Scourge rockets), has EHP of 3847.5 and is cap stable at 46.7% even with the neut running. Which is nice.

Condor's shield recharge 16.4 EHP per second, I believe.

Assuming no evasive moves - just standing and blapping at optimal - this gives the incursus about 70-80 seconds of play before the cap starts running out and the shield reppers stop working - although, again, it can quickly reboost once the reloading cycle is complete.

60-70 seconds is more than enough for the incursus to see off the Condor, IMHO. It certainly won't be a pushover for the Condor. But, as always, pilot skill comes into play.






Rails without a web. Condor orbits at 500 meters. Dead Incursus.

Amarr Liason Officer Extraordinare -->Check Out Amarrian Vengeance/Amarr FW History from 2011 to 2014 https://forums.eveonline.com/default.aspx?g=posts&t=352629&find=unread

Stalking Mantis
School of Applied Knowledge
Caldari State
#34 - 2013-10-22 16:31:58 UTC  |  Edited by: Stalking Mantis
Proper Rail Incursus

http://caldari.eve-kill.net/index.php?a=kill_detail&kll_id=20031706

Amarr Liason Officer Extraordinare -->Check Out Amarrian Vengeance/Amarr FW History from 2011 to 2014 https://forums.eveonline.com/default.aspx?g=posts&t=352629&find=unread

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#35 - 2013-10-22 16:47:17 UTC  |  Edited by: Garviel Tarrant
Sleban wrote:
Gentlemen - I see and accept to a degree the points you're both making about the tracking on rails. But it isn't correct to assume that the tracking on rails, without a web, is so completely bobbins that they don't hit at all or don't do any damage. They do.

And therein lies the tradeoff you make with a dual-rep rail incursus. You are in a marathon, not a sprint. It just takes longer to get the job done.


They don't.

Stop being bad.

I'm basing that on over 150 kills with an Incursus.


And stalking,

1. Trimark? wtf? bad
2. Needs moar magstab
3. Use an AAR.

BYDI recruitment closed-ish

JAF Anders
Adenosine Inhibition
#36 - 2013-10-22 18:48:54 UTC
Zappity wrote:
Dual rep is most useful for hunting larger ratting ships. That's about it. Fit Incursus for speed and deeps or reach and deeps.


Literally everything is useful for hunting larger ratting ships.

The pursuit of excellence and stabbed plexing alts.

Sleban
Pole Shift Incorporated
#37 - 2013-10-22 22:20:00 UTC
Quote:
They don't.

Stop being bad.

I'm basing that on over 150 kills with an Incursus.



All joking aside, are you actually seriously suggesting that rails do no damage, at any range, unless your opponent is webbed?

Seriously?

I know they're not "F1 and win" like rockets, but it simply isn't correct that the tracking on rails is so awful that they don't hit against anything other than a static, webbed target. At 500m, agreed, they struggle, but we started this debate talking about 7km as the range at which the repping incursus was going to get owned by rockets. They hit fine at 7km.
The Lobsters
Viziam
Amarr Empire
#38 - 2013-10-23 00:03:54 UTC
You can kill them eventually with patience, but if you can't be 'effed to waste your life doing it I would,recommend a scram kit arty Rifter. It has enough alpha to smash through the reps and chip away at their hull till they pop.
Fitting an LML condor or kestrel for damage can work to. Light missiles have large volley damage. Active tanks hate large volleys.

With a bit of luck they'll burn out a rep.


Neut td plate slasher can pull it off too.



That said, I haven't actually tried this since the rep changes went through. Usually I just warp off from boredom.

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#39 - 2013-10-23 00:49:16 UTC
Sleban wrote:
Quote:
They don't.

Stop being bad.

I'm basing that on over 150 kills with an Incursus.



All joking aside, are you actually seriously suggesting that rails do no damage, at any range, unless your opponent is webbed?

Seriously?

I know they're not "F1 and win" like rockets, but it simply isn't correct that the tracking on rails is so awful that they don't hit against anything other than a static, webbed target. At 500m, agreed, they struggle, but we started this debate talking about 7km as the range at which the repping incursus was going to get owned by rockets. They hit fine at 7km.


and without a web how exactly are you going to keep an opponent from orbiting you close? do tell.

I know that rails hit fine at 7 km.. But you need the web to keep your enemies there.

BYDI recruitment closed-ish

Sleban
Pole Shift Incorporated
#40 - 2013-10-23 11:45:22 UTC
Quote:
and without a web how exactly are you going to keep an opponent from orbiting you close? do tell.

I know that rails hit fine at 7 km.. But you need the web to keep your enemies there.


I'm about to deliver a 'LOL' answer to that, so take it in the spirit in which it is intended....

Easy. Just rep long enough that out of sheer boredom they log off in combat, run out of rockets, or the downtime happens.
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