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25/05/14 Frigate Tourney -=DESTRUCTION DERPY=-

Author
Derp Durrr
University of Caille
Gallente Federation
#21 - 2014-05-26 23:45:01 UTC
IT WAS AWESOME!!!
lets do that again ;-)

Founder of the soon-to-be Legendary Tournament series -=DESTRUCTION DERPY=- Are you up for the challenge? Join our ingame channel Destruction Derpy today!

okoolos rimmer
Napkin Nation
#22 - 2014-05-27 03:03:17 UTC
it was fun. And I bet the dude that won a plex was happy too.

Btw. Sol was right. Allowing faction frigs was the right call.
Piter Presley
Silent Nomads
Nomads - Reloaded
#23 - 2014-05-27 05:46:02 UTC
Here are my two cents:

Your ship.

Q: What were your considerations for the hull?
A: Since I am specialized in Caldari ships/missiles the Hookbill was the logical choice. Had to be a faction frig to be competitive.
Q: Do you have a history of success with it, or were there other factors in your decision? isk? availability? trained skills? The T2 variant prize?
A: I flew a lot with Kestrels and the Hookbill is kind of the same idea just with better stats. So I picked what I was used to fly.

Your theorycrafting and fit.

Q: What was your plan for the engagement?
A: kite as much as possible. I optimized the fit for speed and got up to over 5k with MWD. Against other kiters I fitted two Remote Sensor Damps, which actually worked out very well in the second match
Q: What did you hope your opponent would choose, between short or long range, shield or armor, Afterburner or Microwarpdrive, etc?
A: Didn’t matter a lot. I was hoping to kite any brawler and to damp the kiters so the only thing that mattered was getting range quickly.

Your warp-to range to the engagement area.

Q: Both participants warp in from the same general direction. With a warp-in distance restriction of 30km, there is a chance your choice of warp-in could be the same as your opponent, or flipped... unintentionally and by chance. How did this affect your match and what do you think of this arrangement?
A: In the final we warped on top of each other which kind of sealed my fate . But I think it is a good solution. Otherwise kiting ships would have a huge advantage.

In the engagement.

Q: What were your thoughts when you landed on grid with your opponent, and did you change your plan of engagement after seeing them?
A: not realy. The pairing in the first two rounds were very much what I hoped for.

Q: What advantages and disadvantages did you perceive initially, considering things like your range, weapon types, and your hulls?
A: I found the active reps with full links a little bit too strong. I couldn’t break most of the tanks in a timely fashion although I had about 80 dps.

Q: How did you use your advantages and mitigate your disadvantages?
A: I tried to get range as fast as possible. That was pretty much my strategy and it worked well.
Q: Did anything change unexpectedly during the engagement?
A: not really

Knowing your opponent

Q: Some players find that after a 1v1 PVP engagement, you experience a "feel" for your opponent. Did you experience this in your match?
A: I think the matches are too short to get a feeling for your opponent.

Warfare Links.

Q: This is the first Destruction Derpy held under full Mindlinked Command Ship Warfare Boosters. How did they change your engagement, and did you notice anything different in your ship?
A: As mentioned above, I found the active reps too strong with links. You almost need a ship with more than 100 dps to break tank, which can be a problem for low skilled characters. Especially if you have a Crystal-Implant set on top of the links.
Also buffered tanks are not really an option because of this. This is again a disadvantage for younger players who have difficulties managing guns, tank and ewar at the same time.

Further notes.

What would you like to add that hasn't been covered?
A: I liked the idea of a double loss after two draws. Makes for an interesting second match
Rain6637
GoonWaffe
Goonswarm Federation
#24 - 2014-05-27 08:55:51 UTC
That was very insightful Piter, thank you. The damps were quite ninja!

The active tanking may in fact be too strong under links, and can be adjusted. Are you aware of the matches where structure was reached during ancillary repair reload? For the next match, one or both of the repair bonuses can be scaled with a T1 command module to address this.
Johnny Zhivago
Ministry of War
Amarr Empire
#25 - 2014-05-27 12:39:51 UTC
Rain6637 wrote:
...Are you aware of the matches where structure was reached during ancillary repair reload? For the next match, one or both of the repair bonuses can be scaled with a T1 command module to address this.

This happened during my match with Piter. I couldn't get close enough to him to do any damage (I burned out my MWD trying to catch him), so my only hope was to survive until the end of the round. I was letting my SAAR reload between cycles, and each 60-second reload lost me some structure, until I finally died. In hindsight I should have had the nanite paste reload turned off. I think the reduced repair rate without the 60-second reload delay may have been enough to save me. Of course, then I'd have had to come up with a better plan for the second round...

I am neutral on the subject of links. As long as we know ahead of time what links will be available, it's just one more part of our theorycrafting. If the links make the matches more exciting to watch, then I'd say they are a positive thing.

Rain6637
GoonWaffe
Goonswarm Federation
#26 - 2014-05-27 13:19:30 UTC
I remember that.

I was concerned that links would make ships too tanky to break, resulting in more stalemates, due to command boosts helping resists, reps, speed and sig--but not DPS. but it seems navy faction ships were able to overcome that condition.

I haven't finished reviewing the stream of the fights, but of the matches I've reviewed so far, navy faction frigates dominated.

I'll bring it up with Derp if he doesn't see this, but my first thought regarding navy faction doing so well is the ISK barrier to entry. I'll talk with Derp about some type of hull allowance for contestants.
Rain6637
GoonWaffe
Goonswarm Federation
#27 - 2014-05-28 05:22:29 UTC
hey quick thought / question.

a lot of solid PVP videos seem to involve just enough DPS to keep the reps running full-bore. would conventional reps and cap injects avoid the reload problem of ancillaries?
Johnny Zhivago
Ministry of War
Amarr Empire
#28 - 2014-05-28 13:40:26 UTC
Rain6637 wrote:
hey quick thought / question.

a lot of solid PVP videos seem to involve just enough DPS to keep the reps running full-bore. would conventional reps and cap injects avoid the reload problem of ancillaries?

It's always a trade-off. Ancillaries give bigger reps while they have fuel (nanite paste), but then have either a long reload time if you reload or smaller reps if you don't reload. Regular reppers repair less than a fueled ancillary but don't need reloaded (assuming you manage your cap). If you use a cap booster to run either kind of repper, you can only fit so many cap booster charges in your hold. In my case I don't think there was an ancillary "reload problem" as much as there was an ancillary "mismanagement problem". Hopefully that's been cured!

Thinking more about warfare links in the tourney, while I understand armor links make some ships harder to kill, you could say the same about speed links or even scram range links. Every ship benefits from some links, and is potentially hurt by others. I don't think adjusting the combination of links to benefit one type of ship over another seems quite as fair as full links or no links at all, but I personally am fine with any combination of links as long as I know ahead of time what to expect.

The Kinetic
GoonWaffe
Goonswarm Federation
#29 - 2014-05-30 18:04:41 UTC  |  Edited by: The Kinetic
whaddya guys think. to solve the wasted reps issue.

cap suicide, high DPS (140)...

possibly change web for mwd? for dual prop to chase okoolos' kestrel. ?

http://i.imgur.com/zsUfoJV.jpg

has been changed to collision accelerator / burst aerator rigs (thanks hugh) and T2 rep
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