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EVE New Citizens Q&A

 
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Range control

Author
Zawaka Inazuma
Perkone
Caldari State
#1 - 2014-01-22 18:44:35 UTC
so, i've been playing even casually for some time now, and I'd like to try pvp in more than the "Lets go lose frigates in rancer" capacity i've done so far. i understand that eve combat is mostly about range control, and understand what the modules involved, but i know almost nothing about how to actually fly my ship. the questions below are fit dependent, i assume there is some general answers that can help.

if I'm in a blaster incursus how do i close distance?

if I'm in an autocannon stabber how do i maintain range?

if I'm in a sniper tornado how do i ever kill a target if the ship doesn't fight inside of point range?

thanks for the help.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2014-01-22 19:37:35 UTC  |  Edited by: Gizznitt Malikite
Zawaka Inazuma wrote:
so, i've been playing even casually for some time now, and I'd like to try pvp in more than the "Lets go lose frigates in rancer" capacity i've done so far. i understand that eve combat is mostly about range control, and understand what the modules involved, but i know almost nothing about how to actually fly my ship. the questions below are fit dependent, i assume there is some general answers that can help.


if I'm in a blaster incursus how do i close distance?

if I'm in an autocannon stabber how do i maintain range?

if I'm in a sniper tornado how do i ever kill a target if the ship doesn't fight inside of point range?

There is no simple solution to these three questions:

For brawling fits, you usually use an AB, Scram, Web to hold a target within your weapons range. However, an AB is slow compared to an MWD, so you need to choose WHEN & HOW to engage as well. In short, don't start an engagement where the enemy is beyond your web/scram range, or you won't catch them (easily). This goes for a stabber too. One solution is to dual prop your ship, so it is both MWD and AB fit for catching a ship, and then keeping it within close range fire. However, this also has drawbacks as dual propping requires lots of PG and two mid slots. It is a rock paper scissors situation, where knowing what your opponent normally fits is huge in knowing how to engage them. You can watch how their ship moves from a "safeish" place to guess their fits, you can look at killboard records to see their historical losses, you can assume their fit based on standard fits, or just go for the glory and see what happens.

Kiting ships are generally hard for a close range brawler to "catch", but often have less tank, less dps, and die in a fire if they are caught.

A Sniping Tornado generally doesn't fight within point range. Generally sniping Tornados engage at 50-250 km's from their target, and rely on their massive Alpha strikes to kill a target before it GTFO's. A solid hit will instapop many frigates and some cruisers, and potentially destroy other cruisers and attack battlecruisers in 2-4 solid hitting shots. You can work with a partner who keeps the target on field by tackling it while you snipe it from range.
Inxentas Ultramar
Ultramar Independent Contracting
#3 - 2014-01-22 23:31:50 UTC  |  Edited by: Inxentas Ultramar
On the subject of closing distance... here the variable transversal comes into play. You can adapt your overview settings to show this variable. I'm not going to explain the formula, but in general - the lower that value, the easier it is to hit each other. Moving in the same direction, and the same speed as the target, will lower transversal. Moving at an angle will decrease it.

So if you are NOT under fire from the target, it's safe to just Approach, Keep At Range or Orbit. None of these options will get you into brawling range faster. For that you will have to take control and manualy pilot your ship (by double-clicking in space) and cut him off. Move to where he is going, not where he currently is, to close distances faster.

If a target is shooting at you, you will want to try and increase transversal. You can move llike a corkscrew to keep that angle up while gaining range, although your approach will be slower then with above method. A faster moving target may force you to move towards it in a straight line, which is bad news for your tank.

Keeping range with a kiting Stabber? I usually have Orbit and Keep At Range pre-set to somewhere in falloff (right click the buttons to set the default value). Manual flight is always preferred though, at least in my experience. I try to get someone to follow me, burn away just before he can scram me. Moving in a straight line increases transveral, and you might run into the problem of the ither guy trying to disengage. So I keep my eye on him, and respond to changes in direction as fast as I can. It depends on how far I have ground him down (and what is left of my own tank) but sometimes you just have to turn around and burn back hard to maintain point range. Try to do that at a slight angle if you think you might overshoot pulsing your MWD.
Keno Skir
#4 - 2014-01-23 10:16:27 UTC
Very difficult questions to answer on a forum.

If you'd like to arrange a time to meet up in game, i'll explain and demo the answers (no that's not a cunninly disguised "i'll gank you then you'll know" response) and you can try them for yourself.

Mail me or convo if i'm online o/
Peri Simone
Black Rebel Rifter Club
The Devil's Tattoo
#5 - 2014-01-23 13:12:36 UTC
In addition to the useful information above, you might want to take a read through some of Agony's extensive reading material.

http://www.agony-unleashed.com/wiki/index.php?title=PVP-BASIC

Good luck o/