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M.O.M.B.O. Active Module (Microjump On Missile Burn-Off)

Author
Anhenka
The New Federation
Sigma Grindset
#21 - 2014-03-04 23:20:17 UTC  |  Edited by: Anhenka
Matvey Aakiwa wrote:
Don't fleets typically alpha the **** out of 1 target to prevent logi from helping nowadays?

How come missile fleets (if there were any) don't just all volley 1 person and swap without confirmation if their damage application is already so good couldn't they just juggle TPs so that they all paint one guy and as he dies to the first volley they swap while the other volley is on its way to #2?

or for that matter wouldnt 30 TPs be a huge red flag that THIS PERSON IS GETTING TARGETED.

As I am new I'm wondering if somebody couldnt just calculate the minimum number of Ravens needed to alpha any battleship without TPs in 1 volley then have that many Ravens + replacements stroll around.

No TP no warning if ur shooting at a blob nobody knows who it is right?

Edit: They would also be as effective if plp warped in anyway cuz they have TPs amiright?


Naw. As soon as the missiles are launched the target knows they have been fired upon. 10-20 seconds is plenty to call for reps, overheat hardeners, and do your best to warp out if you are not bubbled. A significant number of people will make it out, and fleets of AHAC's that are not being painted will be able to sig tank most of the damage, with preapplied reps and overheat, even in a bubble.

Once you get past the critical size of fleets where targets die as fast as people can lock/switch targets, preventing logi from being effective, then missile travel time is a massive disadvantage. The extra dps/aplha of cruise missiles is only really useful where the targets are fat targets that cannot warp out, can't microjump, and cant clear tackle.

Nowdays with MJD's being farily common, any BS can micro jump even from within a bubble in 9-11 seconds, preventing all missiles in flight from landing. Heavy Tidi conditions decrease the effective reaction time to realize you have been redboxed and begin microjumping, as well as allowing faster gametime reactions to ships dying and needing to lock new broadcasts, another bonus to gunships and negative to missiles.
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