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How much to out run missiles with an interceptor?

Author
Grimpak
Aliastra
Gallente Federation
#21 - 2012-03-20 12:17:15 UTC
kyrv wrote:
[quote=Halete]Yes one of the question's I don't really know I come in with approach and hit the orbit key it is calibrated for about 20km's but that will initially throw my Inty out to around the 28km's mark inside what I can target and the range of disruptor, which is great.



set orbit at 17km -> profit????

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Alua Oresson
Aegis Ascending
Solyaris Chtonium
#22 - 2012-03-20 12:54:45 UTC
kyrv wrote:
So I tried doing this thing on singularity with snakes and no boosts to answer my own question I found the following:

-Drakes missiles are out manoeuvred and even with the Nighthawks explosion velocity factor they are easily out run too with speed tanking..

-Hurricanes guns are out-manoeuvred but having a consequence, the faster you must go to out run missiles the greater the range for orbit you find your self easily tracked by Zealots and Hurricanes, Sleipnirs and etc.. using pulse or auto-cannon.


Fortunately my set-up required the MSE as advised above and a kinetic deflection amplifier with a kinetic screen re-enforcer you need a substantial lack of inertia.

I'd be wrong if there is intended leeway to modify with modules and rigs and make this possible.. I guess im looking too far into this by this point-

:d


I'm conflicted on what answer to give you. Opposed to what most of the other posters here have stated, I actually know what you are trying to accomplish and what you are going up against since I fly in the drake fleets that you are proposing to tackle. The only advice I will give you is to find out what a CFC Drake fleet is composed of. Your answer will become apparent.

http://pvpwannabe.blogspot.com/

Soldarius
Dreddit
Test Alliance Please Ignore
#23 - 2012-03-21 09:14:19 UTC
I know for a fact that you can easily outrun torpedoes once you get going. Just don't get hit by them while being target painted and/or webbed

Using large missiles against a small target is kind of like using a sledge hammer to kill a mouse. It's damn hard to hit accurately. But when you do.... ker-splat

As for drakes and missiles, transversal has no bearing what-so-ever when dealing with missiles. Only velocity and signature radius are important to you. The missile damage formula takes which ever of those that is giving you the best reduction and uses that one

Since it's easy to stay out of web range (webbing Lokis, Huginns, and Rapiers excepted), and impossible to stay out of target painter range, I recommend you go the speed route

You are also limited by the need to stay inside your own warp disruptor range. T2 disruptor = 24km w/o overheat. I recommend you drop a can, fit a ship, and try orbiting it at various ranges (17 is a good choice as indicated above) with various combinations of overdrives and nanofibers, and find the best combination for maximum orbital velocity. This will has a nice side effect of also making you hard to hit by turrets due to transversal once you are in orbit

Do watch out for drones. Drakes have a 25m3 drone bay and can field a full flight of Warrior IIs or EC-300s.

http://youtu.be/YVkUvmDQ3HY

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#24 - 2012-03-21 09:44:37 UTC  |  Edited by: ChromeStriker
I shall make a drawing... and all shall become clear

edit:
And here is my "all you need to know on how to outrun a missile" Big smile

all you need to know on how to out run a missile

No Worries

Daenor Falknor
HunTim Trading Corp
#25 - 2012-03-21 15:41:24 UTC
elitatwo wrote:
the closer you are to your target the shorter it is for the missile to reach you (which is called flight time) and the closer you are the shorter that time gets, which then translates into dps - yes even with missiles.

And in return, the further you are away from your target the longer it takes for the missile to reach you, which gives you more time to recover from any hit and a lower dps from your target.

Assuming that the missiles can reach you (don't run out of fuel before they catch you), then your distance from the shooter will NOT affect the dps. It will change how long before that DPS starts to arrive, but once the first missile hits you, the dps is the same whether you are 1km or 75km away.

Think about it... Suppose he is firing a missile every 8 seconds and they travel 10k per second. If you are stationary and 10k from him, the first missile hits you after 1 second, and subsequent missiles hit you every 8 seconds (his ROF). If you are stationary and 70km away the first missile hits you after 7 seconds, and subsequent missiles hit you every 8 seconds (his ROF). Either way, after that initial variable delay, you are taking the exact same amount of dps.

Does it affect the amount of damage you took in the first N seconds? Yes. And that delay in starting to take damage might be important for a fight where you need those few extra seconds for your buddies to show up or for the target to die before you do. But I contend that it's misleading to say that if affects the dps.
Alua Oresson
Aegis Ascending
Solyaris Chtonium
#26 - 2012-03-21 16:15:30 UTC
kyrv wrote:
Hi, I'm hitting a hard wall in terms of fleet fights with my Stiletto, Drakes are overpowered and even just small increments add up to a whole lot of pain.

So I'm wishing to use some speed implants and out run these missiles from EFT Drake missile speeds are 5625km's with Fury I can just cannot best this with everything level 5 and a shaqil's implant and I'm thinking with an orbit and overdrives this isn't going to be enough.

Does this work in practice?, Below is a rough fitting so far..

[Stiletto]
Overdrive Injector System II
Overdrive Injector System II
Overdrive Injector System II

Upgraded 1MN MicroWarpdrive I
Experimental 1MN Afterburner I
Warp Disruptor II
Small Shield Extender II

150mm Light AutoCannon II, EMP S
150mm Light AutoCannon II, EMP S
Rocket Launcher II, Defender I

Small Auxiliary Thrusters II
Small Auxiliary Thrusters II


Please fly this in Branch/Venal/Tenal. It will look great on my killboard. Especially the T2 rigs. Pretty much all of the advice given here is true for small gangs. Fortunately or unfortunately, you don't fly in small gangs. You fly in giant fleets of 256, sometimes multiples of this. The fleets you fight against are also set up to take out small tackle.

I actually find it amusing that noone in your alliance told you not to bother. The Drake fleets that you talk about use multiple Claymore boosted Huggins. That's why you are being splatted by Trauma Fury missiles. That is why none of the advice here is not right for you. But please, prove me wrong and bring this. I will treasure it on my killboard always.

http://pvpwannabe.blogspot.com/

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