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How effective are TDs vs small ACs?

Author
JonnyRandom
#1 - 2011-12-11 13:13:41 UTC
I'm thinking of fitting a Merlin with one TD in the mid slot, but how effective would that be vs ACs? It gives ~ -50% to tracking with the tracking script, so that brings a 150mm Light Autocannon II on a Rifter from ~0.622 to ~0.311 if it has close range ammo (EMP, fusion, et all).

But what does that number mean? I don't have much experience in PvP to be able to tell how effective a Rifter would be with only 0.311 tracking instead of 0.622.

The other option would be to fit the Merlin for range with a web and use the optimal script (which decreases falloff as well as optimal, if I'm not mistaken) and hope I can keep distance on him long enough to chew through him before he chews through me.

Anyone try that?
Lunkwill Khashour
Ministry of War
Amarr Empire
#2 - 2011-12-11 13:46:56 UTC
Small AC's have very strong tracking and a Rifter has a bonus for it. 0.31 means that orbiting at 2000m with a speed of 600m/s, the Rifter will still track you perfectly since 0.31>= 600/2000

If you want to keep distance on a Rifter, fit two webs.
Gypsio III
State War Academy
Caldari State
#3 - 2011-12-11 13:59:20 UTC
Lunkwill Khashour wrote:
Small AC's have very strong tracking and a Rifter has a bonus for it. 0.31 means that orbiting at 2000m with a speed of 600m/s, the Rifter will still track you perfectly since 0.31>= 600/2000


Make that "track you half perfectly", I think.
Captain Nares
O3 Corporation
#4 - 2011-12-11 14:06:11 UTC
JonnyRandom wrote:
<...>


If rifter keeps you at range with 0 angular speed, tracking script is useless.
If rifter sits @ 500m, optimal/faloff script is useless.

Think, practice with a friend Smile

1-Up Mushroom
Imperial Academy
Amarr Empire
#5 - 2011-12-11 14:07:22 UTC
Use optimal range script and kite with (dual) web at 9km
5 Senses In A Person... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Poles On The Earth... ONLY 1-UP MUSHROOM!!!  If You Like My Sig, Like Me!   Remember EVE is EVErything!
JonnyRandom
#6 - 2011-12-11 16:43:59 UTC
Ok, I see I did some calculations and you're right, I'm not gonna do much with just one TD.

How are two TD's calculated, though? Just add one on top of the other? So, tracking -50%, and then another -50% from the result? Or is there some kind of multiplicative stacking penalty for it?
Nalha Saldana
Aliastra
Gallente Federation
#7 - 2011-12-11 17:23:59 UTC
JonnyRandom wrote:
Ok, I see I did some calculations and you're right, I'm not gonna do much with just one TD.

How are two TD's calculated, though? Just add one on top of the other? So, tracking -50%, and then another -50% from the result? Or is there some kind of multiplicative stacking penalty for it?


You take the tracking * 0,5 then take the result * the second TD which gets a stacking penalty, second mods penalty is 0.8691199806 which ends up being 0,4345599903 slowing or a 0,5654400097 multiplier.
So tracking * 0,5 * 0,5654400097 is the result.
Khrage
#8 - 2011-12-11 17:34:13 UTC
JonnyRandom wrote:
Ok, I see I did some calculations and you're right, I'm not gonna do much with just one TD.

How are two TD's calculated, though? Just add one on top of the other? So, tracking -50%, and then another -50% from the result? Or is there some kind of multiplicative stacking penalty for it?


there is. i don't have the numbers for you, but basically it's not worth the 2 mid slots. nor are TDs really effective against the smallest close range guns, even with topped out TD bonusing skills (if your ship doesn't give an additional bonus as well). TDs shine when you're fighting something bigger.
Lady Spank
Get Out Nasty Face
#9 - 2011-12-11 18:01:30 UTC
TD's are handy for cutting optimal to either force pilots closer in, provided your weapons are close range and theirs are not. It's also very effective if you can match it with a web to kite and also cut down optimal at the same time. Without the web though you tend not to be able to control range and the TD becomes largely useless.

I realise that may just read as gobbledygook but I'm ill.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Liang Nuren
No Salvation
Divine Damnation
#10 - 2011-12-11 18:03:36 UTC
1-Up Mushroom wrote:
Use optimal range script and kite with (dual) web at 9km


^^ That's a really good choice, TBH. The best use of TDs against frigs is with optimal scripts.

-Liang

I'm an idiot, don't mind me.

JonnyRandom
#11 - 2011-12-11 18:57:26 UTC
The darned forums ate my reply, grrr! Have to type it all over again. Anyway, let's try this again:

Thanks for the replies everyone. I've done some more calculations using the evegeek.com tracking calculator and looks like with two TD's at 2000m I can reduce the tracking of a rifter with 150mm Autocannons that's equipped with short range ammo to a point that he'd only do about a quarter of his optimal damage.

Reason why I'm doing these calculations and asking about the TD is that I came up with a stupid fit that I want to try.


[Merlin, EW Try]
200mm Reinforced Rolled Tungsten Plates I
Damage Control II

Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I
Tracking Disruptor II, Optimal Range Disruption/Tracking Speed Disruption
Tracking Disruptor II, Optimal Range Disruption/Tracking Speed Disruption

Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction

Small Trimark Armor Pump I
Small Ancillary Current Router I
Small Ancillary Current Router I


The Trimark can be swapped for a shield rig to gain about 50m/s and lose about 100EHP.
Or it can be swapped out for something entirely different, such as a damage mod that will add a tiny amount of DPS, or a TD mod that will make the TD a tiny bit more effective, or better yet I could swap it for aux thrusters to gain some more speed and lose some more EHP.


Now before you cry noob, hear me out. I know I haven't actually flown this yet, and that this is all EFT Warrior-ing while I'm at work, but I'll actually give this a try when I get the chance to play.

The Optimal Script on the TD's will ensure that the Rifter cannot kite me and will have to come in close. Once he gets into scram range his MWD, if he had any, will be turned off. Since I have two TD's on him his falloff will be reduced so much that he'll have to come in under 6km if he wants to actually hurt me. At this point the neuts get to work shutting off any repper and propulsion mods, as well as the webber if he's got one. I know the web takes a very small amount of cap to cycle, but even if it's working it's not going to matter much.
By this point I would have already switched the optimal script to a tracking script, and with the two TD's his autocannons would have a hard time hitting me while my own blasters would be doing nearly full damage. And if he misses a cycle of his web than that quarter of optimal damage would be even less because my trans would shoot up once my AB kicks in. And even less if I manage to get closer.

EFT shows DPS of 72 and EHP of 4405, which is enough DPS to eventually chew through his buffer tank and plenty enough EHP to outlast whatever damage he does manage to land on me.

The whole fit basically relies on me tricking the rifter to get close enough and long enough for me to trap him.

Of course if he's MWD-ing outside of scram range I would never catch him, but with the TD's he wouldn't be able to hurt me either unless he's got arties instead of ACs.

The neut is no web, of course, and if an experienced pilot is quick enough to figure out what's going on he can easily burn away and out of the trap before my neuts disable him, but if he's not than with some manual piloting I think it's possible to get the rifter under my neuts for long enough to disable him.

Like I said I've not actually flown this yet and I don't have much experienced. Have I missed some obvious (or not) glaring flaw in this that I should consider? Has anyone tried something like this?


P.S Why the Rifter? Well it's the most popular pvp frigate and it's also the most versatile. That's why I'm looking for/making interesting and unusual fits to eat rifters without using a destroyer/cruiser/t2 frig hulls.
VR Highfive
Hayabusa Logistics.
#12 - 2011-12-11 19:05:24 UTC
Hey Jonny,

a TD will cut the range of the AC in half when using a range disruption script so that will give you a little more room when fighting 1. Mind you, the range of a small ac will be around 10km max (including falloff) so if you are able to keep it at that range you will suffer relatively little damage anyway even without a TD. The TD will give you more room to play.

The speed script is less useful in this situation IMHO. You will need to get real close and keep angular velocity going and that will be hard as you will prob be scrammed and webbed yourself. To beat the tracking of the rifters turrets you need to orbit your ship faster than your opponent turrets can turn/track you. This relative side ways speed is called Angular velocity. The number that you mention is the max angular velocity that the guns can track in rads/second. I hope this makes sense^-^.

I tried it once myself in a Jaguar vs Jaguar situation when I was using a speed disr. script, didn't work out too well ^^. In other words , he had no problem applying damage. And a Jaguar doesn't have the tracking bonus.

I use range scripts most of the time and they work great vs any turret to mitigate damage if you can keep range.


Learning solo PvP, one explosion at a time.

VR Highfive
Hayabusa Logistics.
#13 - 2011-12-11 19:07:21 UTC
I posted my reply at the same time you posted yours.

You seem to have put some real thought into this fit. I say go for it! Have fun^^.

Learning solo PvP, one explosion at a time.

Lady Spank
Get Out Nasty Face
#14 - 2011-12-11 19:07:44 UTC  |  Edited by: Lady Spank
That's not going to kill Rifters. Not enough EHP, Not enough DPS, Not enough range control. You will cap out. At the VERY LEAST he will get bored and leave but since you can't cap out his DPS it's likely any Rifter will just kill you anyway.

Edit: It might work versus gallente or amarr where you are shutting down their dps too but it's going to struggle to keep applying neut and tracking disruption while also controling range.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

VR Highfive
Hayabusa Logistics.
#15 - 2011-12-11 19:13:05 UTC  |  Edited by: VR Highfive
Oh common Lady Spank, let him find out by trial and error. Don't kill creativity, that is so boring.

Learning solo PvP, one explosion at a time.

Lady Spank
Get Out Nasty Face
#16 - 2011-12-11 19:26:55 UTC
You are right... I sounded overly critical there, was just trying to suggest it would be more suited to killing ships other than Rifters is all. Pardon my tone :<

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Songbird
#17 - 2011-12-12 12:46:58 UTC
stupid post stealing forum.

2 rockets 2 rails, warp scramble range orbit , have a web or 2
Sphit Ker
Ministry of War
Amarr Empire
#18 - 2011-12-12 16:18:43 UTC
TDs without a bonus are rather lame. You'll want two in order to have a effect you can count on. With bonus, things can be quite different but that's still funny.

An afterburning Crucifier CAN be made to speed tank the Rifter's AC sweet tracking. Have Amarr frig at 5, Tech 2 TD with tracking speed script and reasonably well skilled weapon disruption and turret destabilization skills. Orbit at 500 and that's it. I can be done. I've done it.

I've no idea if a Merlin can be made to do that, too. Maybe with two TD? I never tried for myself so whatever I say...

It knows what you think.

Opertone
State War Academy
Caldari State
#19 - 2011-12-12 17:31:33 UTC
JonnyRandom wrote:
I'm thinking of fitting a Merlin with one TD in the mid slot, but how effective would that be vs ACs? It gives ~ -50% to tracking with the tracking script, so that brings a 150mm Light Autocannon II on a Rifter from ~0.622 to ~0.311 if it has close range ammo (EMP, fusion, et all).

But what does that number mean? I don't have much experience in PvP to be able to tell how effective a Rifter would be with only 0.311 tracking instead of 0.622.

The other option would be to fit the Merlin for range with a web and use the optimal script (which decreases falloff as well as optimal, if I'm not mistaken) and hope I can keep distance on him long enough to chew through him before he chews through me.

Anyone try that?


if you find a stupid rifter pilot - you may win. Otherwise merlin is inferior at close range. If you engage at long range he'll warp off, unless it is a duel ofcourse.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Lunkwill Khashour
Ministry of War
Amarr Empire
#20 - 2011-12-12 19:40:49 UTC
JonnyRandom wrote:
The darned forums ate my reply, grrr! Have to type it all over again. Anyway, let's try this again:

Thanks for the replies everyone. I've done some more calculations using the evegeek.com tracking calculator and looks like with two TD's at 2000m I can reduce the tracking of a rifter with 150mm Autocannons that's equipped with short range ammo to a point that he'd only do about a quarter of his optimal damage.

Reason why I'm doing these calculations and asking about the TD is that I came up with a stupid fit that I want to try.


[Merlin, EW Try]
200mm Reinforced Rolled Tungsten Plates I
Damage Control II

Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I
Tracking Disruptor II, Optimal Range Disruption/Tracking Speed Disruption
Tracking Disruptor II, Optimal Range Disruption/Tracking Speed Disruption

Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction

Small Trimark Armor Pump I
Small Ancillary Current Router I
Small Ancillary Current Router I




Although it's an interesting fit, I would like to point out some issues you may experience with it:
- With everything running, you'll cap out in 35s. Without the neuts, you're stable. So while you may disable his cap, you'll destroy your own. Without cap, the rifter will still do full damage and be able to control the engagement range while you need cap for everything. I'ld say neuting is risky.
- With a web and/or an afterburner, the rifter will be faster than you and thus dictate the engagement range. A smart rifter will
1. stay out of neut range, switch to barrage and slowly (due to your td's) bring you down. If he has a repper or medium shield extender, his dps+ehp will beat yours.
2. Enter neut range and get close enough for its gun to fire. Who wins this dps race, I don't know.

Given these points, I'm afraid a rifter who knows what he's doing will beat you. You may win if the fight goes close range (and a lot of rifters will do that) but the rifter can disengage while you can't. I'ld suggest dropping one neut for a rocket launcher. A single neut is enough to deal with a rifter, your cap will last twice as long and the added dps will help in the damage race.

IMO a web or two and rockets are better than neuts and TD's. If you like the TD style, fly a crucifier or a sentinel instead of a Merlin.
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