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Any Solo PvP Frigate/ Destroyer Fits Run A War Stab Instead of a DC?

Author
Caladan Panzureborn
Aliastra
Gallente Federation
#1 - 2015-09-28 20:14:23 UTC
I don't know if I've ever seen a PvP fit with a warp stab anywhere. I was just thinking, maybe instead of a DC II, I should run a single warp stab instead. Giving me the chance at least of an escape instead of a few extra seconds delaying the inevitable explosion a DC provides? I seem to have no luck at just flying out of point range. This idea is strictly for 1v1 low-sec frigate or destroyer pvp in FW plexes or roams. Armor tanked. Anyone try this? Thoughts?
Persephone Alleile
Tartarus Covert Operations
#2 - 2015-09-28 20:19:10 UTC
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.
Caladan Panzureborn
Aliastra
Gallente Federation
#3 - 2015-09-28 20:27:27 UTC
Persephone Alleile wrote:
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.


Ah...right. Targeting range. They should change that. There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.
Tipa Riot
Federal Navy Academy
Gallente Federation
#4 - 2015-09-28 20:36:50 UTC  |  Edited by: Tipa Riot
Caladan Panzureborn wrote:
Persephone Alleile wrote:
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.


Ah...right. Targeting range. They should change that. There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.

Nope. Balance, choose whether you are able to run or stay and fight, not both. There are counters to scram/point: don't get scrammed by situational awareness / range control, win the fight, neut the opponent empty, ECM, etc.

I'm my own NPC alt.

Persephone Alleile
Tartarus Covert Operations
#5 - 2015-09-28 20:42:37 UTC  |  Edited by: Persephone Alleile
Yeah there are ways to deal with warp disruption. PVP is really all about range control, you can slow your opponent with webs and burn out of point range, if your target is kiting you at the edge of point range you can approach them and then do a 180 and burn back the other way to try to slingshot out of range, etc. You can also use ECM to break their lock, neut them out as Tipa said, and so on.
Caladan Panzureborn
Aliastra
Gallente Federation
#6 - 2015-09-28 21:05:31 UTC
Tipa Riot wrote:
Caladan Panzureborn wrote:
Persephone Alleile wrote:
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.


Ah...right. Targeting range. They should change that. There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.

Nope. Balance, choose wheather you are able to run or stay and fight, not both. There are counters to scram/point: don't get scrammed by situational awareness / range control, win the fight, neut the opponent empty, ECM, etc.


I can't imagine changing your opinion on that but I don't agree that's balanced. The hard counter to scram/point has a harsh penalty. Using a scram/point has no penalty. Not getting hit in the first place is not really a counter(avoidance?), neuting may or may not work at all and also has a heavy cost to it. ECM is RNG based so again, not a fair counter. The penalty for a stab is 50% reduced targeting range so in this type of fight it may look to still be a viable strategy on a ship with a 40-50km range.
I guess I'm answering my own question now. Maybe I'll try it. Silly for me to consider Forum goers to think outside of the box. But meh, I'm bored here at work so whatever.
Also, I see that before "Revelations" there was no penalty at all for running stabs but was later added to balance against people abusing them. Seems stupid to me. It would make much more sense to implement diminishing returns on them than do what they did. Meh, my last day in this game is Thursday when my sub expires. Remind me not to care or post again. =)
Tipa Riot
Federal Navy Academy
Gallente Federation
#7 - 2015-09-28 21:30:03 UTC
Damn, fell for the troll, forgot that your are "that guy".

I'm my own NPC alt.

Bumblefck
Kerensky Initiatives
#8 - 2015-09-28 21:31:06 UTC
Caladan Panzureborn wrote:
Silly for me to consider Forum goers to think outside of the box. But meh, I'm bored here at work so whatever.



That's a fairly arrogant thing to say, from one so clueless about this game. Approach with humility, and be rewarded.



Quote:
Meh, my last day in this game is Thursday when my sub expires. Remind me not to care or post again. =)




Duly noted. "...and nothing of value was lost".

Perfection is a dish best served like wasabi .

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Aerasia
Republic University
Minmatar Republic
#9 - 2015-09-28 21:33:43 UTC
Caladan Panzureborn wrote:
Meh, my last day in this game is Thursday when my sub expires.
Been there, done that. You'll be back.

After 5-10 years, and only for a free re-sub trial just to remember why you left in the first place.

But you'll be back.
ergherhdfgh
Imperial Academy
Amarr Empire
#10 - 2015-09-28 21:51:35 UTC
Caladan Panzureborn wrote:
Meh, my last day in this game is Thursday when my sub expires. Remind me not to care or post again.

I can haz your stuff?

Want to talk? Join Cara's channel in game: House Forelli

Jonah Gravenstein
Machiavellian Space Bastards
#11 - 2015-09-28 21:58:10 UTC  |  Edited by: Jonah Gravenstein
Caladan Panzureborn wrote:
Ah...right. Targeting range. They should change that.
This is why you failed at Eve, you keep trying to change the game to suit your playstyle instead of changing your playstyle to suit the game.

Quote:
There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.
There is a counter that doesn't involve taking up a slot or any other penalties, it's called situational awareness.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Hasikan Miallok
Republic University
Minmatar Republic
#12 - 2015-09-28 23:29:36 UTC
If nothing else fitting a PvP ship with stabs sort of means you are already thinking you will lose and will need to escape. Not the best mindset for entering PvP.

The only thing that I fit stabs are with T1 industrial like Epithals trying to sneak through low. The reason is they are vulnerable to roaming solo low SP new players in T1 frigates who like to take potshots at things and tend to only fit the one scram. Even then its debatable as more nanos/i-stabs to align faster is probably more sensible.
Mephiztopheleze
Laphroaig Inc.
#13 - 2015-09-29 00:11:18 UTC
Caladan Panzureborn wrote:
I don't know if I've ever seen a PvP fit with a warp stab anywhere. I was just thinking, maybe instead of a DC II, I should run a single warp stab instead. Giving me the chance at least of an escape instead of a few extra seconds delaying the inevitable explosion a DC provides? I seem to have no luck at just flying out of point range. This idea is strictly for 1v1 low-sec frigate or destroyer pvp in FW plexes or roams. Armor tanked. Anyone try this? Thoughts?


Bad idea for 1v1.

There is/was an Interceptor Fleet Doctrine run by, iirc Black Legion (RIP), that used warp stabs, sebos and no prop mod, kind of like mini Slippery Petes. Said doctrine relied heavily on bookmarks, top notch probing skills and a dang good FC.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Chainsaw Plankton
FaDoyToy
#14 - 2015-09-29 01:31:18 UTC
Caladan Panzureborn wrote:
Persephone Alleile wrote:
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.


Ah...right. Targeting range. They should change that. There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.

that is how stabs used to work. it was decided it was a bad idea and the penalties got added.

and anyways in FW so many people use scrams having only 1 warp stab probably wouldn't be worth it.

@ChainsawPlankto on twitter

Suchblue Akiga
Doomheim
#15 - 2015-09-29 03:26:25 UTC
Caladan Panzureborn wrote:
Tipa Riot wrote:
Caladan Panzureborn wrote:
Persephone Alleile wrote:
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.


Ah...right. Targeting range. They should change that. There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.

Nope. Balance, choose wheather you are able to run or stay and fight, not both. There are counters to scram/point: don't get scrammed by situational awareness / range control, win the fight, neut the opponent empty, ECM, etc.


I can't imagine changing your opinion on that but I don't agree that's balanced. The hard counter to scram/point has a harsh penalty. Using a scram/point has no penalty. Not getting hit in the first place is not really a counter(avoidance?), neuting may or may not work at all and also has a heavy cost to it. ECM is RNG based so again, not a fair counter. The penalty for a stab is 50% reduced targeting range so in this type of fight it may look to still be a viable strategy on a ship with a 40-50km range.
I guess I'm answering my own question now. Maybe I'll try it. Silly for me to consider Forum goers to think outside of the box. But meh, I'm bored here at work so whatever.
Also, I see that before "Revelations" there was no penalty at all for running stabs but was later added to balance against people abusing them. Seems stupid to me. It would make much more sense to implement diminishing returns on them than do what they did. Meh, my last day in this game is Thursday when my sub expires. Remind me not to care or post again. =)


Let me guess -- you come from WoW.
Syeed Ameer Ali
Dirtbag Space Warriors Coming for yor Loots
#16 - 2015-09-29 03:57:29 UTC
Caladan Panzureborn wrote:
Persephone Alleile wrote:
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.


Ah...right. Targeting range. They should change that. There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.


Don't be such a ridiculous *******.
ShahFluffers
Ice Fire Warriors
#17 - 2015-09-29 04:41:19 UTC  |  Edited by: ShahFluffers
Caladan Panzureborn wrote:
Persephone Alleile wrote:
Warp stabs kill your targeting range and scan resolution so fitting them on PVP ships is usually a bad idea.


Ah...right. Targeting range. They should change that. There should be a counter to warp scram that does not include a penalty besides taking up a slot. Or there should be a penalty for using a scram or point other than cap usage.

A long, long time ago...

When Warp Core Stabilizers were first introduced they had no penalties besides the CPU you needed to fit them. People took full advantage of this by fitting them to long-range sniper ships (usually battleships).
Snipers would warp in at extreme range, pound away, and then warp off as soon as something (usually a Frigate that was fast enough to cover the distance) pointed them. Then they would warp off. Rinse and repeat.

This became so popular / bad that the DEVs decided that this was not "good gameplay" and nerfed the module (because the mantra here is; if you want to achieve something, be smarter than everyone else or commit more).


My advice, as a veteran? If you want to PvP then ignore Warp Core Stabs. By fitting them you create a self-fulfilling prophecy where you HAVE to run because they...
- nerf your targeting range and speed.
- take up a slot that would otherwise make you more combat effective.

Warp Core Stabs are really only good for travelling unmolested (which is the entire idea of the module).


Also... FYI: one Warp Core Stab isn't going to help you if you get into a brawl. Warp Scramblers (which are typically used in brawls) have a strength of 2... meaning you have to fit 2 Warp Core Stabs to counter it.
Cara Forelli
State War Academy
Caldari State
#18 - 2015-09-29 05:17:44 UTC
Dropping damage control on an armor frigate is gonna cut your tank nearly in half. That alone would be a good reason to never fit one to a brawling ship.

Scrams and disruptors form the backbone which makes EVE PvP complex. It is precisely because of their strong effects that other things, like optimal range, tracking, etc. have meaning. They create the need for tough fitting decisions to balance range control with tank and damage. Otherwise every fight would go strictly by the numbers and piloting would play no role. Whatever combination provided the most DPS per EHP would win every time. Instead we have a system where clever use of range control can help you win a fight that would otherwise be impossible.

You were given a whole bunch of direct counters to scrams (webs/scrams/AB/overdrive for range control, neuts, ECM, etc.) and ignored them. I would say it is you that refuses to think outside the box since there are so many tools at your disposal but you refuse to take advantage of them.

I had hoped your previous experiences (ninja looting and what have you) would have opened your eyes a little to the vast potential of EVE, but alas, you seem pretty set on assuming the worst of us. Good luck with whatever game you play next. Hopefully it will match your desired play-style a bit better.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Aerasia
Republic University
Minmatar Republic
#19 - 2015-09-29 05:38:37 UTC
Cara Forelli wrote:
Scrams and disruptors form the backbone which makes EVE PvP complex. It is precisely because of their strong effects that other things, like optimal range, tracking, etc. have meaning.
Lets be fair though, the only impact stabs have on the fight is letting you leave. They don't let you win, they just deny the killmail. Which was undoubtedly one of the largest reasons for nerfing them. Just looking at the number of people who complained about the Fozziesov not granting KMs should show that.
Gregor Parud
Imperial Academy
#20 - 2015-09-29 08:07:43 UTC
OP is obviously this guy

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