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Afterburner vs MicroWarpDrive

Author
Forumata Altaris
Center for Advanced Studies
Gallente Federation
#1 - 2014-03-31 07:25:56 UTC
I've been playing around in RvB for a while now and as expected, have about 19 losses to every kill I get. I do prefer solo play which worked out well as we had a FFA weekend theme.

While getting blown up is educational, it's also extremely discouraging if it becomes a regular thing and it feels like it's not so much my own derp, but rather my fitting choices that hinder me from progressing and learning more - I simply cannot get into range most of the time and thus do little to no damage (slingshotting be damned). =/

Because I bought ships and fittings in bulk before joining I've been stuck with my choices, most of which have been close range brawler fits using afterburner and the standard web/scramble.
I often lose to kiters with MWD who stick around the 20k mark meaning I do virtually no damage.

I also use buffer tanks rather than active tanks since I reasoned it would be easier to learn one thing at a time - and boy have I learned...

So, as soon as my current batch of ships are all blown up, I can look forward to getting a new one, with changed fittings based on what I've learned.

However, there is one thing that still confuses me - AB vs MWD.

TLDR;
Is there a good way to reason around when to fit an Afterburner vs when to fit a MicroWarpDrive?

I'm looking for things like: "if you have a disruptor (20k+ optimal) then AB works best because..." or "if you fly a brawler fit you want to be close but to close that distance use a MWD but you will also be scrambled" etc.
Preferably aimed at solo PvP / FFA but fleeting in small gangs is ofc welcome.

Thanks.
Baneken
Arctic Light Inc.
Arctic Light
#2 - 2014-03-31 07:57:12 UTC
But main thing with MWD vs. AB is the warp scrambler which doesn't affect AB hence you should always first shut down their MWD which gives you a clear advantage on speed with AB unless they have a dual prop fit.
Then there is a thing you may have over looked and that's heating if your heating skills are low or non existent I suggest you start learning those now because heating in right place can be tremendously important and sometimes dictates who wins from the get go.
Forumata Altaris
Center for Advanced Studies
Gallente Federation
#3 - 2014-03-31 08:03:57 UTC
Baneken wrote:
But main thing with MWD vs. AB is the warp scrambler which doesn't affect AB hence you should always first shut down their MWD which gives you a clear advantage on speed with AB unless they have a dual prop fit.
Then there is a thing you may have over looked and that's heating if your heating skills are low or non existent I suggest you start learning those now because heating in right place can be tremendously important and sometimes dictates who wins from the get go.


I have tried this, but the problem I have is that these MWD frigs use disruptors and stay at 20k while going 3k m/s while I'm slowboating it at 900 or so. The scrambler only has a reach of about 12-15 overheated (I think) which isn't enough to catch them.
I tried slingshotting and have caught a few this way but I'm usually way into structure by then so I end up losing the fight anyway.

Thanks for the advice though. I've got thermo at level 3 atm (have burned out my guns/webs a few times) so maybe I need to level it to 5?

Would it be better to try and go long range with the weapons and give up the brawlers?
Baneken
Arctic Light Inc.
Arctic Light
#4 - 2014-03-31 08:26:07 UTC
Well if you mostly fly against kiters then you should swap that AB because distruptor has no effect on MWD also depending the ship you have (Ishkur <3) you could use ECM drones, a bunch of those buggers can really ruin someone's day.

Obviously you gain some extra damage as you hit MWD but idea is to get close as fast as possible and hope that you do enough damage before your enemy escapes back out to range again.
Drones (the normal ones) also obviously help with the kiting issue because they certainly have a longer range then 20km (assuming you have enough targeting range your self).
Forumata Altaris
Center for Advanced Studies
Gallente Federation
#5 - 2014-03-31 08:40:40 UTC
Well, this is mainly frig vs frig with the odd destroyer or cruiser thrown in (cormorants and caracals are evil.. EVIL!) and I can't fly assault frigs yet.

So, let's say I swap to a MWD-brawler fit and keep using the scrambler to kill their MWD, should I turn my MWD off as soon as I get into scram range or keep it going? Worried the big sig radius will do more harm than good or am I completely misunderstanding it?

I guess I'm assuming that if they are kite fit, I need to get under their optimal and they will be quite bad up close, or is this wrong?
Von Pazzo
Federal Navy Academy
Gallente Federation
#6 - 2014-03-31 09:54:45 UTC
Forumata Altaris wrote:
Well, this is mainly frig vs frig with the odd destroyer or cruiser thrown in (cormorants and caracals are evil.. EVIL!) and I can't fly assault frigs yet.

So, let's say I swap to a MWD-brawler fit and keep using the scrambler to kill their MWD, should I turn my MWD off as soon as I get into scram range or keep it going? Worried the big sig radius will do more harm than good or am I completely misunderstanding it?

I guess I'm assuming that if they are kite fit, I need to get under their optimal and they will be quite bad up close, or is this wrong?



If you're mainly encountering kiters, fitting an MWD on a brawler might work indeed, unless you find the odd dual prop ship that will be able to dictate range on you even after you scram. You will have to slingshot them into ranger of your scram unless they're not paying attention / you're much faster than they are. Buffer armor tank won't be good for this, obviously.

You can get a bunch of derptrons for cheap, MWD, medium shield buffer, ions, scram, damage control, mag field stabilizer, auxiliary power core, rigs either speed/resists/dmg depending on your needs. Total cost 2-3 mills tops and it eats kite condors (most common kiter, at least where i fly) for breakfast. You're gonna have to practice your approaching tho, learning when to kill speed after you got the scram on, or you'll overshoot the target by a good 5-6 Kms, wasting precious time at best or even letting them out scram range at worst.


Can't really give more advice not knowing what you can fly and what kind of kiters you encoutner, fighintg against a missile kiter is completely different than takin on an arty or rail or pulse-scorch boat
Yarda Black
UK Corp
Goonswarm Federation
#7 - 2014-03-31 09:58:45 UTC
Right now you need to be close to use your scram, but have a ship that's not fast. Unless you land a scram on them from the start, they're basically safe when they manage to burn out 12 KM. Their momentum will carry them outside overheated scramrange.

In my opinion; solowork requires a MWD. Either to get in range or to gtfo. Once in range you can start pulsing it to drop sig as much as you can without losing point.
You can dualprop, but not every ship (read frig) can properly do that.

AB solo works in 2 situations:

1. Your opponent is closerange scramfit (and gets close because he wants to kill you)
2. You have a web and start close enough to keep range long enough to kill them before they burn out of webrange.

Cruisers and fleetdoctrines are more flexible.

Also remember kiting can be done at any range, included scram-range. The main reason most will be at 20 or more is the amount of skill required to do it closer.

This rule is not waterproof, but works often enough to go for it in the beginning:
(MWD + scram) OR (AB + web + disruptor)

And you're right about most longrange kiters being in trouble when you get close :)
Foramus Altus
Doomheim
#8 - 2014-03-31 11:34:16 UTC
Um, are we related?
J'Poll
School of Applied Knowledge
Caldari State
#9 - 2014-03-31 12:40:19 UTC
To add to Yarda, I prefer to always have a web with my scram. This slows them down even more making it hard for them to pull out of scram range.


As you are scram/brawler fitted, fit for MWD. You are already going for the situation where you are committing yourself to a fight by being up close so use that MWD to get there very quickly.

p.s. post your fit here, maybe some regulars can assist you in improving it.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Tyrendian Biohazard
The Bastards
Sedition.
#10 - 2014-03-31 13:03:39 UTC
My choice to use AB vs MWD varies based on a few factors:

If I'm not using a web when I have a scram fit, I tend to use an AB. This is due to the fact that when encountering targets that may have webs, I can use AB to help keep them in range of scram, instead of them webbing, then slowboating away from me since my velocity will be cut from their web.

If I have scram & web fitted, then I usually go MWD fit. Using the MWD to get in close quickly, then using scram & web to shut them down and keep in my sights long enough to kill them.

I rarely use disruptors while solo, as I prefer to brawl or sig tank rather than kite.

There are other factors that come into play. If I'm flying an assault frig, I normally use MWD as it has the bonus to MWD signature radius reduction. Occasionally I will dual prop to help reduce damage intake, or help with cap while maintaining speed to help tank. There is a particular harpy fit I like to fly leading fleets that includes AB, MWD, scram, and medium shield extender in the mids.

Like most things in EVE, the answer to a lot of questions is "it depends" based on the situation at hand.

Twitch streamer and EVE NT tournament broadcaster.

Forumata Altaris
Center for Advanced Studies
Gallente Federation
#11 - 2014-03-31 14:55:03 UTC
Foramus Altus wrote:
Um, are we related?


BROTHEEER!
(now expect you to reply "Liquid!?")

Tyrendian Biohazard wrote:
My choice to use AB vs MWD varies based on a few factors:

If I'm not using a web when I have a scram fit, I tend to use an AB. This is due to the fact that when encountering targets that may have webs, I can use AB to help keep them in range of scram, instead of them webbing, then slowboating away from me since my velocity will be cut from their web.

If I have scram & web fitted, then I usually go MWD fit. Using the MWD to get in close quickly, then using scram & web to shut them down and keep in my sights long enough to kill them.

I rarely use disruptors while solo, as I prefer to brawl or sig tank rather than kite.

There are other factors that come into play. If I'm flying an assault frig, I normally use MWD as it has the bonus to MWD signature radius reduction. Occasionally I will dual prop to help reduce damage intake, or help with cap while maintaining speed to help tank. There is a particular harpy fit I like to fly leading fleets that includes AB, MWD, scram, and medium shield extender in the mids.

Like most things in EVE, the answer to a lot of questions is "it depends" based on the situation at hand.



Some really useful info here, thanks a lot (meant to all of you, too lazy to quote everyone though).
Most of the stuff I have slowly started to realize myself but good to get some confirmation.

It seems the general consensus is that if I plan to brawl, it's more important to get in close fast (thus MWD) and I should always carry at least a scram to make sure they stay close.
AB seems to be a better choice for situations where I know what I'm up against and know that AB is likely to counter them.
(this to me is flaky as it seems this would pretty much never be the case in solo PvP as my experience is it's more about quick reactions and "come prepared" mindset, picking your targets according to your fit) - that or if I plan to snipe?

I can't post fittings from work, will try to remember when I get back home.
Ethikos
Doomheim
#12 - 2014-03-31 23:47:16 UTC  |  Edited by: Ethikos
Consider a duel prop set up. One example would be an armor frigate that has three mid slots. You could fit an MWD, Scram, and Web. One thing I have been playing around with is dropping the web and adding an AB. So you get an MWD, AB, and Scram for your mids. That way you can close the range with the MWD, and then keep the close range with the AB. It also gives you a chance to try and break off (via the AB) if your enemy is scram fit.

Another idea is to take a look at frigates / destroyers that use light missiles. I realize the on paper DPS is a lot lower than other ships, but remember you can fit missiles of any damage type. That means you can attack their lowest resist at all times. The light missiles have the range (especially the faction ones) to hit people trying to kite you. Play around with things a bit. Your looking at it the right way, your loosing some fights and want to get better.
Forumata Altaris
Center for Advanced Studies
Gallente Federation
#13 - 2014-04-01 06:54:19 UTC
Ethikos wrote:
Consider a duel prop set up. One example would be an armor frigate that has three mid slots. You could fit an MWD, Scram, and Web. One thing I have been playing around with is dropping the web and adding an AB. So you get an MWD, AB, and Scram for your mids. That way you can close the range with the MWD, and then keep the close range with the AB. It also gives you a chance to try and break off (via the AB) if your enemy is scram fit.

Another idea is to take a look at frigates / destroyers that use light missiles. I realize the on paper DPS is a lot lower than other ships, but remember you can fit missiles of any damage type. That means you can attack their lowest resist at all times. The light missiles have the range (especially the faction ones) to hit people trying to kite you. Play around with things a bit. Your looking at it the right way, your loosing some fights and want to get better.


Interesting - I have been looking into the breacher. It seems to be somewhat underestimated (?) and apart from a.. delightful exterior also seems to be able to pack quite a punch - but that is using rockets.
Not sure what frigate (kestrel?) that could pull off using light missiles without sacrificing too much (experience of missiles is limited).

You wouldn't happen to have an example fit of such a theoretical funbox?
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#14 - 2014-04-01 07:32:23 UTC  |  Edited by: ChromeStriker
Forumata Altaris wrote:
Ethikos wrote:
Consider a duel prop set up. One example would be an armor frigate that has three mid slots. You could fit an MWD, Scram, and Web. One thing I have been playing around with is dropping the web and adding an AB. So you get an MWD, AB, and Scram for your mids. That way you can close the range with the MWD, and then keep the close range with the AB. It also gives you a chance to try and break off (via the AB) if your enemy is scram fit.

Another idea is to take a look at frigates / destroyers that use light missiles. I realize the on paper DPS is a lot lower than other ships, but remember you can fit missiles of any damage type. That means you can attack their lowest resist at all times. The light missiles have the range (especially the faction ones) to hit people trying to kite you. Play around with things a bit. Your looking at it the right way, your loosing some fights and want to get better.


Interesting - I have been looking into the breacher. It seems to be somewhat underestimated (?) and apart from a.. delightful exterior also seems to be able to pack quite a punch - but that is using rockets.
Not sure what frigate (kestrel?) that could pull off using light missiles without sacrificing too much (experience of missiles is limited).

You wouldn't happen to have an example fit of such a theoretical funbox?


[Breacher, Pvp]
Ballistic Control System II
Damage Control II
Co-Processor II

1MN Microwarpdrive II
Small Ancillary Shield Booster, Cap Booster 25
Warp Disruptor II
Small Ancillary Shield Booster, Cap Booster 25

Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Light Missile Launcher II, Caldari Navy Inferno Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Anti-EM Screen Reinforcer I
Small Capacitor Control Circuit I
Small Anti-Thermal Screen Reinforcer I

Hobgoblin II x2

100+ dps, 3000+m/s, cap stable, 145ish tank on my skills... overheat is pimping too

Run the SASB's one at a time and reload while the other is running (or use both in a sticky situation). Kite enemy till dead... kill tristan drones.

Anything faster than you wont be able to out damage/tank you

No Worries

Inxentas Ultramar
Ultramar Independent Contracting
#15 - 2014-04-01 08:42:40 UTC
Another tip for brawling would be to evaluate where and when you are going to attack. For example, when we roam in FW space it's not uncommon the brawl ships will linger on the beacon inside the site: that way anyone warping into the site can be caught, preventing the 20 km kiting thing from ever happening in the first place. The brawl ship can scram it (bye bye MWD) and web it for added effect. PVP is as much about manipulating conditions then it is about matching up ships against one another.
cpt Mark
Caldari Provisions
Caldari State
#16 - 2014-04-01 23:06:24 UTC
Forumata Altaris wrote:
Baneken wrote:
But main thing with MWD vs. AB is the warp scrambler which doesn't affect AB hence you should always first shut down their MWD which gives you a clear advantage on speed with AB unless they have a dual prop fit.
Then there is a thing you may have over looked and that's heating if your heating skills are low or non existent I suggest you start learning those now because heating in right place can be tremendously important and sometimes dictates who wins from the get go.


I have tried this, but the problem I have is that these MWD frigs use disruptors and stay at 20k while going 3k m/s while I'm slowboating it at 900 or so. The scrambler only has a reach of about 12-15 overheated (I think) which isn't enough to catch them.
I tried slingshotting and have caught a few this way but I'm usually way into structure by then so I end up losing the fight anyway.

Thanks for the advice though. I've got thermo at level 3 atm (have burned out my guns/webs a few times) so maybe I need to level it to 5?

Would it be better to try and go long range with the weapons and give up the brawlers?


Kiters will generally be going between:

3.5-4.5km/s non-heated, no links
4-5.5 km/s heated, no links
5.5-8km/s heated, with links

These speeds as you can see are rather high.
Lost Greybeard
Drunken Yordles
#17 - 2014-04-02 23:44:00 UTC
An AB is really best against heavier ships (where getting under the guns is preferable to trying to kite because they usually have a range advantage) and for counter-tackling to out-last the enemy fleet's MWD/tackle frigates.

It's also good for moving around while under missile fire, the signature bloom from MWD means missiles larger than usual may be able to hit you reliably.

For a beginner, though, MWD = faster = better is probably a reasonable way to go until you actually start having problems with it. By which I mean starting by putting an MWD on every frigate, getting used to it, and then branching out later (or when your fleet's organizer tells you to) is a perfectly legitimate way to start out. Picking one way and getting familiar with maneuvering helps a lot.
Forumata Altaris
Center for Advanced Studies
Gallente Federation
#18 - 2014-04-03 07:05:35 UTC
Lost Greybeard wrote:
An AB is really best against heavier ships (where getting under the guns is preferable to trying to kite because they usually have a range advantage) and for counter-tackling to out-last the enemy fleet's MWD/tackle frigates.

It's also good for moving around while under missile fire, the signature bloom from MWD means missiles larger than usual may be able to hit you reliably.

For a beginner, though, MWD = faster = better is probably a reasonable way to go until you actually start having problems with it. By which I mean starting by putting an MWD on every frigate, getting used to it, and then branching out later (or when your fleet's organizer tells you to) is a perfectly legitimate way to start out. Picking one way and getting familiar with maneuvering helps a lot.


Thank you, to the point and easy to understand.

Would you say the "MWD for beginners" method should apply through frigates, destroyers and cruisers as well or is there a diffuse line somewhere around destroyer - cruiser where the MWD starts losing viability (even for beginners)?
Lost Greybeard
Drunken Yordles
#19 - 2014-04-03 08:27:04 UTC  |  Edited by: Lost Greybeard
Forumata Altaris wrote:
Lost Greybeard wrote:
An AB is really best against heavier ships (where getting under the guns is preferable to trying to kite because they usually have a range advantage) and for counter-tackling to out-last the enemy fleet's MWD/tackle frigates.

It's also good for moving around while under missile fire, the signature bloom from MWD means missiles larger than usual may be able to hit you reliably.

For a beginner, though, MWD = faster = better is probably a reasonable way to go until you actually start having problems with it. By which I mean starting by putting an MWD on every frigate, getting used to it, and then branching out later (or when your fleet's organizer tells you to) is a perfectly legitimate way to start out. Picking one way and getting familiar with maneuvering helps a lot.


Thank you, to the point and easy to understand.

Would you say the "MWD for beginners" method should apply through frigates, destroyers and cruisers as well or is there a diffuse line somewhere around destroyer - cruiser where the MWD starts losing viability (even for beginners)?


At the cruiser level there's a lot more variation in how the weapons and ship abilities work, probably if you think it through there will be a more "definite" answer one way or the other, e.g. if you're in an armor Vexor you're too slow for the MWD to help and you have good force projection, so mostly just tack on an AB so you don't get left out of the fight and drone people to death, or with a shield/blaster gallente boat you really have to get in range to do anything so the MWD is always the necessary choice.

For destroyer, pick one, it doesn't matter: you'll either kill the other guy or get blown up before mobility really comes into play in either direction.