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Log of a Minmatar Capsuleer

Author
Ryan Startalker Zhang
Garoun Investment Bank
Gallente Federation
#21 - 2011-09-27 15:05:58 UTC
Good point about 'right' might not about victory but about compromises. Nowadays people tend to forget democracy triumph over intermediate compromises, not progressive mob rage.
Nicoletta Mithra
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#22 - 2011-09-27 16:47:43 UTC  |  Edited by: Nicoletta Mithra
Alica Wildfire wrote:
A troll just wants to talk. Or wants to be right. Without the need to bring arguments for that. Without the need to fire up some neurons.

Of cause the art to be "right" in a public argument is an other thing where you can divide the troll from the honest partner in a dispute. The honest partner can be exhausting and he can make you mad sometimes. But he's playing fair. He's giving arguments, he's not putting bald lies to support his point of view.

Please read the Art of being Right to avoid these tricks yourself and disclose the tricks if your opponent in a dispute is using them against you. If that happens, most likely he's a troll and you should not talk with him at all. The complete article of the 38 Tricks is sadly not available in galactic standard but just in a Sebiestor dialect. "The 38 No-Gos." Makes me think a bit why this is only available in Sebiestor dialect. Why nobody else cares about the true Art of War with tongues. Especially not the Amarr.

Because there's nothing to win. A dispute is happening between two people as a method to find the truth. If not both sides of the dispute are interested in finding the truth but one side is only interested in "winning" the argument, you should not talk with him at all. Because there's nothing coming from that.
(emphasis added by me)

Bad tongues might say you studied the Art of Being Right seemingly very intensely and make good use of the 38 Tricks. The complete work is available translated into all languages of the cluster, one merely has to look for it, e.g: Art of Controversy

Also, it is, according to the sources given by you, based on the works of a slaver: the Topics and the Sophistical Refutations, which becomes pretty obvious when one considers the original title of the work featuring the "38 Kunstgriffe": Eristische Dialektik.
That's a mingling of eristiké téchne (ἔριστική τέχνη) and dialektiké téchne (διαλεκτική τέχνη) words that translate into ars disputandum and ars dialectica or rather art of dispute and dialogue, respectively. Those are most definitely not words native to any Sebiestor dialect and most certainly not to that the author of the work you're advertising here was fluent in.

So, to conclude: Every human being, in so far as he uses his reasonable faculties, is able to figure out the rules of discourse. That is true for the Caldari, Amarr, Gallente and Minmatar equally. All of them know the study of fallacies and the use and misuse of rhetoric knacks. Your implication that 'nobody else' but the Sebiestor care about this field of study are just plain wrong and so is your implicated assault against my ethnicity. Next time you consider to accuse others, fire up your neurons - or simply use the search options the gal-net provides, first.

Faithfully
N. Mithra
Alica Wildfire
Industry Network
#23 - 2011-09-27 17:52:33 UTC  |  Edited by: Alica Wildfire
Dear Log,

what is the difference between an community like the Minmatar Republic and an Empire like the Amarr?

The one is open, the other not.

The one allows everyone the same rights. It's living and supporting the discourse. The other is hunting down the critics of the system as heretics.

So the one is a living being, a society that is supporting the human character and able to change. That is ready to fail, learn, adopt and prevail and overcome problems. The other one is static and instead of solving problems it's suppressing them.

And this is no dialectic. As it is no dialectic when I say that I didn't find the full meaning of the 38 Tricks in other languages than the Sebiestor/Matar. Because I didn't. I just found twisted and stripped versions of it. I found false translations and maimed variants of it. I found variants in the false tongue of the trolls.

My advice is, if you want to read a text, try to read the original. Means the Sebiestor original.

The word "freedom" for example does not exist in the Amarrian language like it exists in the Matari culture. And this is true.

So the rhetoric tricks that may come up from the Amarr side of understanding of this log, I will ignore. Because it fails to recognize it's basic goal. It is not saying that Amarrians aren't able to be truthful. It says that the only way to be truthful is if you face the dispute. If you accept the opposition and argue with it. If you may find yourself doing or saying something wrong but you try to be true. You try to talk from the heart. Be true. If you learn from the dispute that you have been wrong, you change, you grow, you get stronger and better than before. To lose a fight is not a sign of weakness. To fear to lose a dispute is. Because it's the fear of growing, the fear of learning, the fear of change.

A warrior that only fights the battles he knows he can only win, is no warrior. It's just a ganker. The true fight is about the uncertainty, the battle for truth. And that may be the battle that can't be won. The true warrior will fight it anyways.

This log is not a sermon. I never said so, I never said I'm right, dear Log, what I'm saying is that I'm trying to write everything true, the best I can. I am writing from my heart. I am writing what I am thinking and I try to make you, dear Log, think about if what I say is right or wrong. I do not claim to be right or wrong. I just claim to be true. Say what I mean and mean what I say.

A warrior is always a gentleman.

And this includes that I am maybe one of the most glowing enemies of the Amarrian system of suppression and their system of killing the arguments that might come up with making their opposition heretics and put them on fire. Like they forbid our books in their shelves. And whip those who dare to speak our ideas of freedom, or follow our culture and community rituals.

I always said: burn Amarr, burn, burn, burn! Because it is what is the voice of my heart is demanding if it sees so many Matari suffer in slavery, maimed and killed in the mines and fields. And the nice words that are put upon their graves from zealots of priests that tell their dead bodies that they now live in a better world.

I DO WANT THIS WORLD TO BE BETTER.

And not the next one. The priest may have it. I'll give it to them if they want. 125mm Autocannons deliver.

So may Amarr swallow their own dialectic and their tricks of deception and rhetoric which I try to uncover. I never would have needed to face all the tricks of rhetoric if I would have to talk with people that talk like Matari, that talk from their hearts and not with their "falskeliger tunga" of the troll.

But to come back from the anger in my heart to the pure facts of the texts I found in the Pator Republic Library. Better read the Minmatar original. It is said like it is meant. It is explained. There is no misunderstanding in it's meaning. It's written from the heart from one of our great philosophers. Who dares to change his words?!

Be careful with translations. Especially if they are Amarrian.

I do not want to hear one sermon anymore.
I only want to hear free hearts talking. I want open discourse. So open that you do not have to fear to burn on a stake if you said the wrong things. Or if you get whipped to death if you dare to say: 'No'. Or suffer even worse, things that only the Amarr system can invent.

No I am no friend of that system. And I say it loud and clear. Burn Amarr, burn, burn, burn!

And may the flower that comes through your ashes be the flower of freedom and open society. Where everybody is equal and everybody will be heard. Where not the hearts are poisoned an the tongues are cut off to silence the screams. And yes, I'm a dedicated and passionate speaker for the Minmatar cause. And I too use rhetoric. Means the art of speech. But I try not to use dirty tricks. My arguments are open for critics. I write what I know. Always will be. Because this is a log, no sermon - just my thoughts, and my fails.

Because I talk to you, dear Log. Who shall I deceive with such tricks? Me?

FREEDOM, PUNK & AUTOCANNONS

Alica Wildfire
Industry Network
#24 - 2011-10-07 07:17:13 UTC  |  Edited by: Alica Wildfire
Dear Log,

the Drakes the stories tell us, were great mythical and magical creatures that were able to fly and spit fire.

To name the battlecruiser of the Caldari after those creatures is a joke, an insult. I hate this ship. Was flying it in a mission the first time in my life just a few days ago. It was a pain. It was more a brick than a ship and after some rounds of missiles I put out of this very very boooooring thing I asked the guy who lend me that crap to give me a decent ship.

He gave me a Republic Fleet Stabber, which is indeed a decent ship.

But, ya know, dear Log, the Drake is one of the most popular ships in whole New Eden. Maybe because it's a nobrainer, maybe people think it's the best battlecruiser there is or something. I had to do something about that. I redesigned the Rupture in a way to kill Drakes.

We tested this new setup of the Rupture against several of those crappy battlecruisers, which we even refitted several times to not get sawed into two parts by the Rupture. We didn't manage to safe the Drake. Of cause I'm not talking about sickly overtanked Drakes that have nothing but tank anymore. Those can not be destroyed by a single cruiser. I talk about decent capsuleer vs capsuleer battle setups. Setups with engine and point.

I have given out the layout to several people now. The militia pilots really crazed out. It's nothing special to be honest. It's just a layout that nails the coffin of the Drake where it can't do anything against it: it makes too few damage. But that's the price for a ship that has weapons that can't be disrupted, that can't be out-maneuvered, not out-distanced, that even can't be jammed when they use F.O.F. A ship that allows the no-brainer-pilots to have their "lols" when they show up with a train of them. A ship that is for the stupid. A ship that has to be destroyed. Again and again.

A ship that has deserved to be hated. A ship that now gets sawed into two halves by a single Rupture cruiser. And after the design of the Rupture I designed a Thorax that does the same. Finally the Drake gets the reward for the insult it is to all real capsuleer pilots: HUMILIATION.

Die Drake, die, die, die.

FREEDOM, PUNK & AUTOCANNONS

Alica Wildfire
Industry Network
#25 - 2011-10-08 14:58:38 UTC
Dear Log,

We were ganked
We'll counter-attack as soon as
we properly outnumber them


How often do we hear this?

When two fleets meet on the battlefield for a fight, what is the important part for winning or losing the fight?

You may say, it's the numbers. And many people believe this is true. So fleets get bigger and bigger, and I would be foolish if I would ignore that you indeed can try to force a win by brute force. Like you can try to solve cryptography with this method. And many soldiers and armies act by this strategy, by this doctrine: moar numb3rs!

But it's a stupid way to wage war. Because usually the seemingly stronger part attacks the weaker. Those with the superiority in numbers attack those with less. No it's not like this. Warriors often fight with inferior numbers a huge overwhelming army of soldiers and win this fight. They do this in defense or in offense.

So the numbers can not be the point that decides who wins or who loses. It's something different, much more difficult to count than numbers and years of experience. It is the ability to think yourself into the mind of your enemy. And if you can adapt to them you can prevail.

Adaption to a situation is a difficult task and easy to fail. Say for example your enemy is engaging in very few numbers and you have as well superiority in numbers and experience as pilots and everything. And that you have such heavy fleets that it should be impossible for your enemy to break it but you still lose a lot of ground to them on the battlefield it might be that you don't adapt. That to adapt to your enemy is the key element.

Let's come down from theory to a practical situation. A very small gang of warriors of two or three declare war on a much larger corporation of twenty to forty. Even if only fifteen of them are on the battlefield the attackers should be unable to get a kill, isn't it like that?

But if the attacker is choosing a fast hit and run tactic and the defenders fleet is too heavy they can kill off the weaker, smaller parts of the fleet without any problem. The large chunk of the main fleet is too slow to react on this. The failure in this situation is not the engaging frigate captain. His job is indeed to fly out and get points, warp-scramble enemies. And get a fly-in point for the damage dealers of the fleet.

So how much damage does a fleet need? Just that much to kill the enemy. The rest of the fleet must ship down to frigates, to small and fast ships to swarm out and get a kill. And to call in the cavalry if he's successful with this.

Fast moving small entities have been the key element to many wars in history, in past, in present and will be in future. Because every ship is nothing but a weapon platform. A vehicle to get a gun in the right place on the battlefield. To get the things done that you need to win the battle. If you do it too slow you give the enemy the chance to react, to get his damage dealers to the planned battlefield before you do it. And with this to get an advantage.

So if you are just in a small gang and fight a force superior in numbers, your goal should be to pull them apart or to divide and then to hit. Divide and conquer they say to this tactic. A massive fleet that's just standing still and doesn't move is as useful as a huge fleet that stays docked. The battlefield is moving faster and faster. This is what history shows.

So you might laugh about small gangs of cruisers and frigates. But in fact the faster gang dictates the initiative. And with this it dictates where the fight will be and when it will be. And the huge fleets often just stand by and watch. They come too late to put their damage to the fight.

They are the wrong weapons platform. They are as useful as docked.

So if you oversize your fleets in tonnage, you nail your coffin with that. Because you give up the most important advantage that there is on the battlefield: the initiative. You let the enemy dictate the when and where. Don't let that happen. Never.

This part of the battle is more important than to have a battleship in fleet or any superior guns or numbers. Restrict your fleet to the smallest possible ship class that can do the job. If you don't your main fleet will just stand by and watch how their support gets ripped apart. And a main fleet without support is just incoming salvage.

The same is true for both sides of an asymmetric battle. Both sides chose their weapons on the intel they get about the most likely enemy fleet composition. Keep it as fast as possible. Speed and initiative is something that work more for you than just DPS. Restrict yourself on the DPS you need - and don't fall to overdo this part. To underestimate the importance of the speed of you "weapons-platform", and indeed a fleet can be seen as this too, is vital. And let the superior "numbers tactic" do those who are the losers of history.

All of them lost. Stupidity can not win a battle. It does not win the hearts. And without that the only thing you can do is lose. A warrior knows that what he's doing is art. It is expression of individuality, it is smarts, it is surprising, innovative, cunning or in one word: beauty.

Think about this, warrior and take it to your heart. Take it with you when you load up your autocannons and prepare to dock off.

FREEDOM, PUNK & AUTOCANNONS

Rek Jaiga
Teraa Matar
#26 - 2011-10-08 16:22:06 UTC
Alica Wildfire wrote:
Fast moving small entities have been the key element to many wars in history, in past, in present and will be in future. Because every ship is nothing but a weapon platform. A vehicle to get a gun in the right place on the battlefield. To get the things done that you need to win the battle. If you do it too slow you give the enemy the chance to react, to get his damage dealers to the planned battlefield before you do it. And with this to get an advantage.

So if you are just in a small gang and fight a force superior in numbers, your goal should be to pull them apart or to divide and then to hit. Divide and conquer they say to this tactic. A massive fleet that's just standing still and doesn't move is as useful as a huge fleet that stays docked. The battlefield is moving faster and faster. This is what history shows.

So you might laugh about small gangs of cruisers and frigates. But in fact the faster gang dictates the initiative. And with this it dictates where the fight will be and when it will be. And the huge fleets often just stand by and watch. They come too late to put their damage to the fight.



You, ma'am, truly understand tactics! A true Matari on the battlefield. Keep at it!
Jason Galente
University of Caille
Gallente Federation
#27 - 2011-10-08 16:43:53 UTC
I disagree with Alica's view on tactics. Just as guns were not made to kill people (they were created to facilitate hunting), ships were designed more as transportation vessels for colonization than as gun platforms. As such, I believe a ship's true purpose, even in combat, is to avoid destruction. If ship-to-ship combat is necessary, disabling the enemy ship and capturing it if possible is preferable to destroying it. The destruction of a vessel should always be considered a last resort. That being said, if the enemy has itself authorized the use of lethal means of disruption on your own ship or any ship of your fleet and immobilizing and disabling the guns is not possible or practical, destruction may be necessary. This unfortunately is the case more often than not.

Only the liberty of the individual assures the prosperity of the whole. And this foundation must be defended.

At any cost

Rek Jaiga
Teraa Matar
#28 - 2011-10-08 17:21:18 UTC
Jason Galente wrote:
I disagree with Alica's view on tactics. Just as guns were not made to kill people (they were created to facilitate hunting), ships were designed more as transportation vessels for colonization than as gun platforms. As such, I believe a ship's true purpose, even in combat, is to avoid destruction. If ship-to-ship combat is necessary, disabling the enemy ship and capturing it if possible is preferable to destroying it. The destruction of a vessel should always be considered a last resort. That being said, if the enemy has itself authorized the use of lethal means of disruption on your own ship or any ship of your fleet and immobilizing and disabling the guns is not possible or practical, destruction may be necessary. This unfortunately is the case more often than not.



Oh absolutely, but then in order to avoid destruction speed is of the essence, right?

And in the case ship-to-ship combat is warranted, I agree with Alicia's thoughts on the matter.
Tarryn Nightstorm
Hellstar Towing and Recovery
#29 - 2011-10-10 04:51:22 UTC  |  Edited by: Tarryn Nightstorm
Alica Wildfire wrote:
Dear Log,

the Drakes the stories tell us, were great mythical and magical creatures that were able to fly and spit fire.

To name the battlecruiser of the Caldari after those creatures is a joke, an insult. I hate this ship.

[...]

I redesigned the Rupture in a way to kill Drakes.

We tested this new setup of the Rupture against several of those crappy battlecruisers, which we even refitted several times to not get sawed into two parts by the Rupture. We didn't manage to safe the Drake. Of cause I'm not talking about sickly overtanked Drakes that have nothing but tank anymore. Those can not be destroyed by a single cruiser. I talk about decent capsuleer vs capsuleer battle setups. Setups with engine and point.

[...]

Die Drake, die, die, die.


Link, or otherwise show the Ruppi's spec' please?

Because I suspect that this, starting at range and properly flown, would--more slowly than some other ships, but still--batter your Rup' into junk, if only by dint of being able to, simply, outlast it, whilst hurling full applied payload from waaaay down-range (which has always been the strength of Caldari ships in general):

---------------------------------


Drake, HM/Nano "I Spam'z Missuls @ You'ze!"

--LO--

2x Nanofibre Internal Structure II
2x Ballistic Control System II

--MID--

Y-T8 Overcharged Hydrocarbon I (MWD)
Warp Disruptor II
Stasis Webifier II
Large Shield Extender II
2x Invulnerability Field II

--HI--

7x Heavy Missile Launcher II
1x Small Energy Neutraliser II

--RIG--

3x CDF Extender I

--DRONES--

5x Warrior II
or
5x Hornet EC-300 I or II

---------------------------------




Some people who fly these tell me that like to drop one of the Invulns which, though sacrificing some of that legendary durability, opens up any number of options: A second webber, Tracking Disruptor, Target Painter, Sensor Dampener...This done, one might then also play around with the permanent modifications (Haven't checked, but I think an Ancillary Current Router will boost the power-plant enough to spec' a Medium Energy Neutraliser instead of just a small...)

A really good friend of mine once thought as you do about Drakes...and most any other non-Minmatar ships, but she learnt better--in the way that us podders usually end up learning things--and now, the above and similar fits is practically all she flies anymore, aside from "cloakies." Me? I am also coming to love the majestic*, endlessly versatile, forgiving, and easy-to-fly Drake.

Beware of "Not-Invented-Here" syndrome, lovely Lady...It causes intellectual blindspots that you, in your line of work, can ill-afford.

*I think it looks majestic, anyway--such a nicely balanced, minimalist aesthetic that emphasises functionality, yet still shows craftsmanship and power in no uncertain terms.

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Alica Wildfire
Industry Network
#30 - 2011-10-10 07:04:05 UTC  |  Edited by: Alica Wildfire
Dear Log,

I was reading some interesting stories about the design of our 125mm Autocannons, that they were originally intended to be uses for hunting. So I went down to a planet with some 125mm Autocannons for deer hunting. I can tell ya, dear Log, whatever I have been reading was never trying this. It was an awful mess. Every time I got into a steep curve and my heat-modified targeting system was getting me a deer in the range of thirty kilometers, dived steep, got into eight kilometers, opened fire with my cannons and all what was left was a bloody mess and a negligible forest fire here and there. And minor radioactive contaminations, but everybody knows they're harmless, so what?

Maybe I shouldn't have use Fusion ammo for that. Well, I can tell ya, 125mm Autocannons are not good for hunting deers. That's for sure. Sorry for the mess, especially the fires.

I was going hungry to bed, dear Log. Next time I hunt deer I do it again with a rifle or my loved crossbow, which is a nice weapon indeed for hunting. Not the 125mm Autocannon. Maybe, you might suggest, I should have taken 1400mm Artillery for that. Because of sniping an' ambushing the deer an' all that. But I'm not sure about, if that will give a better result.

My experience is, that the 125mm Autocannon is primarily designed to shred space ships. But you may try out yourself.

I was amazed about the performance of the Minmatar Rupture cruiser lately and was eyewitness how it shredded itself through a full armada of frigate class capsuleer ships. Well, I got asked what the mysterious setup for that ship is, that reliable saws Drake battlecruisers in halve. It's a very easy, straight setup.

You put into the low power slots damage control, two medium armor repairer, a kinetic armor hardener into the low slots. The last choice is yours if you prefer to put in an energized adaptive nanoplating or an explosive hardener. Because the explosive hardener will harden you against different enemies, the other betters your chances against drakes.

The medium slots you fill with an afterburner, a warp scrambler or warp disruptor, I prefer the scrambler for this and a capacitor booster, which you feed 800 Navy capcharges. With about 10 or 11 charges in cargo this will run your tank stable for long enough until the Drake is done.

The high slots you feed with my beloved 180mm Autocannons, which are the smallest for the cruisersized models. The reason for that are multiple, but you will see that you have problems to fit larger anyway. The two remaining slots you should feed with the most damage from missile launchers that you can still fit if you are low skill, to get down the Drake as fast as you can or if you have very bad cap skills energy vampires have been handy.

You rig the vessel for damage with a Burst Areator a Collision Accelerator, both fairly cheap rigs and the whole Rupture is not even a fifth of the price of a decent Drake by this.

Don't forget the drones. Chose your ammunition and drones so that you can easily switch between Republic Fleet EMP and Phased Plasma, which means mainly EM damage or thermal. Usually the EM is the weak spot of the Drake but some smartass try to avoid that, put special hardeners there and leave a disastrous hole in the TH armor of their shields by that.

About tactics:

Go and kill the drones first with your drones. Should they fight back to your drones, pull them in, set them out again and reengage. Because the locking time of a smaller vessel is always better than a larger your drones always will get the first strike and you easily can kill off the enemy drones by that.

Keep a distance of about three kilometers on your circle, that is about the distance where you put out the maximum damage with your guns. It doesn't matter if you get webbed, just keep your afterburner running, the remaining speed is more than enough to tank that ****** Drake. We done that plenty and it will be fairly easy to kill the Drake that was mentioned near this entry with the Rupture even for a pilot with nothing more than halve ass skills in the ship and even just able to fit named armor. Start your second repairer if the first is run through halve of it's cycle, keep an eye on energy, don't fire the cap too early or too late. Remain the hardeners running, relax. Overheat the guns when you come near his peek recharge to get over it as fast as possible, overheat reppers and hardeners at the start of the fight when the things don't look nice.

The guns an' that should be advanced tech, because you need the DPS. Give it a try, kill your Drake today and show that it's a ****** ship. Even a medium skilled cruiser captain can kill a maximum skilled Drake. I don't say it's easy but in all our Drake executions not one has failed. Some were tight. But none failed.

Rupture rules. Autocannons rule. Just do not use them for hunting deer.

FREEDOM, PUNK & AUTOCANNONS

Tarryn Nightstorm
Hellstar Towing and Recovery
#31 - 2011-10-10 12:22:16 UTC
Grrrrrrr....Summit-monster ate my reply, FFS...Roll

Ugh...apologies, lovely, I'll re-write it after I've got some sleep...But for now:

You've flown Vagabond-class Heavy Assault cruisers, yes?

I submit that the HM/Nano-Drake and its' tactics are not too very different, the Vaga is just 3 times faster, whilst the Drake can take 3 times the beating.

In any case, it would be a long, gruelling battle for the Drake pilot, requiring patience, absolute focus and concentration, split-second reactions, and complete awareness of the battle-space at all times.

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Tarryn Nightstorm
Hellstar Towing and Recovery
#32 - 2011-10-12 07:07:41 UTC
Right, then, let's try that again What?

In my initial research regarding your Ruppi vs. my Drake, I've found the following (And, yes, I freely grant you, it's not yet been tested in the only way that ultimately matters: I've a few weeks of reading for missile-qualification to do before I feel confident at the helm of a Drake, especially against other podders.):

The MicroWarpdrive won't fit on the Rup, the ship's physical-plant simply won't take it, so it has to be the 'burner, unless you want to compromise elsewhere.

With my current qualifications (High-Velocity Helmsman: Improved), the Drake will be literally twice as fast as the Rup, and more or less equally maneouverable (this is why I've never been a big fan of armour-ships: Too unwieldy, and "less wieldy" usually means "less tactically flexible." Not a very Minmatar way of doing things, if you ask me--that's what Gallente blaster-boats are forBlink)...

...So, it comes down to you having to come in right on top of him, and shorting out his MWD (A scrammer is really ideal for this reason as opposed to a disruptor, especially as you've no Stasis Webifier, plus easier fitting, and better capacitor-use), or if he's stupid/unlucky enough to come in on top of you, in an asteroid belt, 'plex, or whatever.

After that, your second main disadvantage will be capacitor management, as you'd have to stay in 'burner to mitigate the damage from his missiles, whilst repairing damage to your armour from same--so how long will those (rather expensive, and quite bulky) Navy-issue capacitor injection charges last? And once exhausted, how long will the capacitor itself, last?

Which bring us us to your first main disadvantage:

Range, and the ability to dictate same. Assuming you can't short out my MWD in the first 10 seconds of the encounter, then I submit that I've already beaten you, it's simply a matter of time, and concentration on my part.

If you use the EANM in the Rup's free low slot, then you'll have the usual weakness to explosive damage, and I'd be hurling salvos of Havoc-class missiles right into that resist-hole. With an active explosive hardener (or passive energised plating--do consider that, as it will help with the capacitor-use), your main weakness becomes heat-damage, so I'd just switch to Widowmakers. Have I mentioned range? I can throw those missiles at you from up to 75km away, and if I'm not scrammed-out, then I can pretty much choose my range anytime, as long as I don't stray within ca. 12km of you.

This kind of long-range ordinance projection is what Caldari ships are all about, whilst the Drake's spec' has mitigated their main weakness, namely a lack of speed.

(The smart missile-marksman always carries a spare of every possible damage-type! You knew that, though, yes?)

How I'd change the above-referenced fit to fight your Ruppi:

1) One of the Invulns would be dropped for a second Stasis Webifier, or possibly a Tracking Disruptor (the latter has obvious advantages, the former is a sure bet of slowing you down to a crawl, enabling me to "coast" out of scram range, even without my MWD functioning).

2) One of the rigs would be swapped for an Ancillary Current Router, increasing the engine-plant's output enough to fit a Medium Energy Neutraliser in place of the Small one. The other two rigs would be EM- and Thermal-resistance enhancers, to shore up the resulting weakness to those damage types engendered by the loss of the second Invuln.

Tactics:

Assuming I'd seen you on my Directional Scanner first, and quickly narrowed down where you are, I would then finesse the scanner's range increment between 30-100km, of the main distance, and try to warp in at ca. 50km from you, and remain between 25-30km during the fight. At all times, I would watch for you trying to "bull-rush" against my orbit's current vector, and adjust accordingly to keep you there.

If you were at a 'plex, then I would assume that you'd remained at/near the entry-point (within warp-scrambler range), and simply...not engage you there at all. You would have to come to me, and I would certainly not be using the nominal
"zero" entry pint of any warpable destination in this ship. (Again 30-50km, minimum, 70-100km being better--so how fast and precise are you with that D-scanner, anyway?)

If you get within 12km, I would use my (overheated) dual webs and (ditto) Medium-size neut to compromise your "tank," and simply coast out of scrambler range, then blast off my MWD once out of it--and say "Bye!" of course, it's the civil thing to do Blink--to get back out to my preferred range.

All the while, I wouldn't have to worry about my missiles tracking and hitting you--those excellent Caldari warhead guidance systems do that for me, so I can concentrate on flying the ship.

Then, it simply comes down to a matter of time, and I think I would, if I did everything right, simply outlast you. (How many cap-energy injection boosters did you say you'd brought, again?)

At my preferred range, your guns would simply be doing no damage, even with Barrage-type munitions, as those latter are shooting into my shields' heaviest resistances. And I've got plenty of shields!

Look at it like a fist-fight between a big, tremendously strong, but slow man vs. a relatively weak, but very quick man...

If you--the "big brawler" in this case; Ironic, as my ship is twice the size of yours!--get up close to me, yeah, you'd physically over-power me and "grapple" me down to the ground, and probably beat my face in, but you'd have to get in close first, which I, as the "quick little guy" in this case, would have all kinds of ways to avoid that, and concentrate on doing so. (I could concentrate all the better at that, because I don't have to worry about "aiming" my "punches.")

The "dancer" can beat the "brawler..." If he's smart and precise about it.

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Alica Wildfire
Industry Network
#33 - 2011-10-12 07:46:48 UTC  |  Edited by: Alica Wildfire
Dear Log,

first of all Drakes don't dance. Bricks and Barrels don't dance. Especially barrels full of bricks don't dance. Most fun you can have with such barrels is to push them off a roof and hit a Drake pilot by that.

There have been disputes about my Drakes-cereal eating Rupture. Yes, if you fly an afterburner setup, you have to watch to get inside scram range to turn a microwarp off. The thing is this. The Rupture can sustain battle for about five to six minutes. It doesn't matter if the Drake pilot switches missile types because without his kinetic bonus it's not important if he hits a low resistance part of your armor. Without that bonus the Drake is toothless. That's a fact.

And it's the reason why I prefer flying explosive and kinetic hardeners for the big yawn if he switches. However you try to fly the Drake you'll face the fact that your microwarp sucks you dry after a few minutes. And to keep a fast moving, maneuverable cruiser on distance between 10 and 22 kilometers with the massive mass and inertia that a running microwarp gives you either inside your pointrange or outside his scramrange is a difficult task that I would not bet on to be won over a few minutes of fighting by the heavy, massive, slow turning and yawning Drake. Let's face it that thing flies like an preggie donkey on valium. If bricks fly at all if not thrown through windows.

And even if managed finally the microwarp will fail and then either the Rupture has enough boosters left to finish the Drake or flies off to refill and come back and try another. The chances are against the Drake with her inability to harm the afterburner ridden little cruiser. And it's hell of humiliating that a battlecruiser can suck like that.

Which is the goal of all this.

Fact is Drake pilots are in average brainless and overconfident when they see a Rupture. They think of the little red crosses from zer missions and "fire ze mizziles" on sight. They never fire up any kind of drive or even move because they never used to think like that. As usual they play sitting duck and shortly after get ripped to shreds. You can get out a drake pilot out of his Drake (quite easily) but you can't get the Drake out of that pilot. I guess it's the resistances.

So fly something smart. Something different. Don't become a Drake pilot.

All this dispute about fighting Drakes is academical. Drake pilots don't think. They don't fight. They fire ze mizziles. That's all. That's why you can shred them so easily in the first point. In practice Drakes just die through this Rupture. Been there, done that.

Well when the first incursions of Sansha happened in the Empire and Metropolis was hit near Hek we were entering the Sansha sites in Reapers or was it Slashers(?), let them rip us apart and waited and watched what happened then from our pods. It was very funny. Drakes were streaming into the sites one after an other and were insta-popped until there was a thick carpet of Drake wrecks. I guess New Eden lost about some thousands of Drakes that day. And you only can believe that if you have seen like me the average Drake pilot -over-self-confidently- like lemmings flying into those sites and pop one after an other. Hilarious.

We watched this over thirty minutes. And I guess we had seen about three to five Drakes pop a minute if not more. It was really pop-corn time. If you had seen things like this, dear Log, you would understand why I hate Drakes so much and why I will do everything to kill them. It's a matter of mercy killing.

After that I made a few billion ISK by building Drakes and sell them to brain-deads. And now I have constructed this Rupture to compensate for that sin. Well, I was young and did need the money…

I have heard some funny Drake jokes. What was the last one you heard, dear Log?

FREEDOM, PUNK & AUTOCANNONS

Tarryn Nightstorm
Hellstar Towing and Recovery
#34 - 2011-10-12 09:42:08 UTC
Alica Wildfire wrote:


[...]

Fact is Drake pilots are in average brainless and overconfident when they see a Rupture. They think of the little red crosses from zer missions and "fire ze mizziles" on sight. They never fire up any kind of drive or even move because they never used to think like that. As usual they play sitting duck and shortly after get ripped to shreds. You can get out a drake pilot out of his Drake (quite easily) but you can't get the Drake out of that pilot. I guess it's the resistances.

So fly something smart. Something different. Don't become a Drake pilot.

All this dispute about fighting Drakes is academical. Drake pilots don't think. They don't fight. They fire ze mizziles. That's all. That's why you can shred them so easily in the first point. In practice Drakes just die through this Rupture. Been there, done that.

[...]

We watched this over thirty minutes. And I guess we had seen about three to five Drakes pop a minute if not more. It was really pop-corn time. If you had seen things like this, dear Log, you would understand why I hate Drakes so much and why I will do everything to kill them. It's a matter of mercy killing.



The standard "brick-Drake" can't manoeuvre to save its' arse, quite right...But the nano-Drake can--you should try flying one, or at least researching it if the ship itself revolts you that much--the spec's for projected manoeuverability, assuming equally-trained pilots, are near-identical.

How fortunate that I didn't start out as Drake pilot, then--Hurricane (armour-brawler spec') and more to the point: Cyclone, active shield-tank/medium-ranged Autogun spec' (another "kiter," but requiring much closer management of more systems).

I am not your "average" Drake pilot, young one...Most Drake pilots are not ready for pod-ship vs. pod-ship combat (and have no business being anywhere near the battle-space, if such is occurring), and neither are their ship spec's. I am, and mine is. I simply imagine my Drake as a Minmatar ship, spec' it like one, and fly it accordingly (not too different from a Cyclone, just much less needing of "micro-management," and with far better damage-projection than any Autogun-fitted ship can dream of).

If you get me scrammed, I still neut you out, and double-web you down to a crawl--approximately half my non-MWDspeed, even with your 'burner on. Your ship's signature radius is larger than my missiles' rated explosion-radius, so no help there, and your speed is now below my shock-front's rated velocity, so even less help, there. With us each shooting into each others' resist-holes, I'm actually doing about 45-50% more damage per second than you, and I have much, much more buffer for you to chew through, plus my shields are strongest between ca. 25-40%...which is where I would start over-clocking my invulnerability field, and its' heat-tolerances across that rack are far greater than your dual armour repairers. The one advantage you've got left is your guns' greater heat-tolerances for over-clocking--all those delicate electronics- and software-systems in my missile-batteries that you don't need to worry about--but would they last long enough to chew up my shield in the latter's peak recharge region? I tend to doubt it.

Hey, come to think of it, maybe the "dancer" can brawl and grapple a bit! (The A/S/T Cyclone would be in real trouble, here, especially if you have even a Small energy-neutraliser mounted.)

Six minutes of capacitor? I think I could keep outside your range for at least 3 of those--you pulse the MWD, with judicious use of over-clocking (be careful here, those burn up all too easily), not just let it scream, and pay very close attention to your overview, and your camera-drones' view.

Your prejudices, and your aggression make you predictable--I had an idea of your fit even before you detailed it based on same, and already thinking of how to counter it.

I submit, Soldier, that the greatest warriors' tactical choices and doctrines are not informed by passion, discoloured by group-thinking prejudice, and undisciplined brawling--they are ice-cold, calculating at all times, and completely impartial. Long-range nano-ships in general "feel" like that to me, and I think I like that...I dunno, can't say it any better than that...

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Nicoletta Mithra
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#35 - 2011-10-12 16:53:54 UTC
Tarryn Nightstorm wrote:
I submit, Soldier, that the greatest warriors' tactical choices and doctrines are not informed by passion, discoloured by group-thinking prejudice, and undisciplined brawling--they are ice-cold, calculating at all times, and completely impartial.


I guess it was people like you who made the rebellion a success. You've my respect, Captain Nightstorm.

Regards,
N. Mithra
Alica Wildfire
Industry Network
#36 - 2011-10-13 07:17:22 UTC  |  Edited by: Alica Wildfire
Dear Log,

what's bad about passion?

You know what? Everything I do I do out of passion. When I love someone, I do it out of passion, when I build something I do it with passion, when I fight, I do it with passion. It's like arts. I never do it in cold blood.

The worst of all excuses is: "It was nothing personal. It was just professional." The guards and executors in the Amarrian slave camps were saying that when we put them in court. "It was just an order." They killed in cold blood. I am not like them. We are not like them.

When I stab a dagger in someone's chest, do I look him in the eye and say: "Sorry, mate, that's not personal?" What else could be more personal than killing someone? It's a question of respect if you do it, you do it with your full personality and not just out of cold blood because you were told to. Or a certain strategy demands it from you. If you go out and kill, warrior, to it from your heart. Not from your mind. If you are not behind it with your whole personality, don't kill someone. There are no reasons to kill but if every, every aspect of your situation demands it.

Or you become a monster without a soul.

And if you feel you should not do something, listen to the voice of your heart. Don't become a machine, keep you heart, your love, your passion alive. Because what the rebellion needs are no "professional" soldiers. What freedom needs are passionate warriors, that fight with every aspect of their existence. And not just with their minds.

So don't act in cold blood. If you do that, you are not doing it right. You are not doing it fully. You should not see your heart, your feelings as something that is disturbing your work, that is interfering your battle, warrior. The passion is the motive behind everything and not your cold blood. It's the true power, inspiration. Learn to use it.

Keep that in mind. Don't become cold blooded. Keep your heart involved, do everything with passion. Everything. Don't do it halve. Halve a freedom is worth nothing. We demand the whole deal. And we fight for it. With passion and cunning, completely. Forever.

FREEDOM, PUNK & AUTOCANNONS

Tarryn Nightstorm
Hellstar Towing and Recovery
#37 - 2011-10-13 13:40:53 UTC
Passion and anger are, and should be, initial motivators for action, and are the determinants that action is needed:

Catalysts to start-off a reaction, if you like.

Burt that is where they should stay, at the starting-blocks.

They should never become the controllers of re-actions, these must always tempered by rationality and objectivity. By thought, which is how you anticipate your adversary, not just re-act to his moves after he's made them.

Or, as someone once said, "Who fights in a rage, dies angry..." (Unknown)

Oh, and whilst I'm here:

Here's what you need to kill that nano-Drake you're so--errrrm...passionatelyBlink--in love with:

-------------------------

Hurricane, Proper Drake-killer:

LO

Damage Control II
2x Medium Armour Repair Unit II
Armour Kinetic Hardener II
Armour Explosive Hardener II
Gyrostabiliser II

MID

Y-T8 Overcharged Hydrocarbon I MicroWarpdrive
Warp Scrambler II
Stasis Webifier II
Medium Capacitor Booster II (Navy-Issue 800 GJ Injection-charges)

HI

6x 220mm Vulcan AutoCannon II (RepFleet-Issue Phased Plasma)
2x Medium Energy Neutraliser, probably the meta-spec "4" ones, or one of these and 1 tech II

RIG

1x Projectile Collision Accelerator I
2x Auxilliary Nano-pump I

DRONES

1x Hammerhead II
4x Hobgoblin II







This will need considerable ship-fitting and rigging-qualifications: Advanced Weapons Upgrades to tier 3 (4 is better), both attendant rigging skills should be at tier 4 to mitigate the rigs' penalties, especially the NanoPumps (the neuts won't fit otherwise, unless you want to gimp your brain with fitting-implants, which I, for one, absolutely refuse to even considerUgh.)

This ship, unlike the Ruppi, is fast enough to get into scrambler-range, it's slightly faster than the Drake, and a bit more so with judicious over-clocking of the MWD--though the nano-Drake is still much more manoeuverable--and once in range, you web him down--without his MWD, and webbed, and double-neuted, he loses his only real advantages--speed and range control. Then, with all your guns and drones pounding into his weakest area, he will be in his pod, going "WTF???" in short order.

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Alica Wildfire
Industry Network
#38 - 2011-10-14 05:16:47 UTC  |  Edited by: Alica Wildfire
Dear Log,

I want to tell ya a short story about the Minmatar way of war.

In the first hours, days and months of the Rebellion we Minmatar had nothing than Slasher frigates against the most powerful Empire of New Eden. And little Sebiestor girls we were bringing down full scale Amarrian battleships like the Reclamation at Traun single handed with nothing but her smarts and a screwdriver.

The Minmatar way of war is to bring down a Punisher with a Slasher, a Mauler with a Vigil, a Coercer with a Rifter, a Navy Slicer with a Breacher, a Drake with a Rupture. It is the way of war of the walking impossible. If you achieve the unthinkable flying your Minmatar ship, you follow the footsteps of our great ancestors and make them proud.

But if your manage to fit a Hurricane to kill a Drake that's nothing more than what our tribes would expect from you. It's like: "Look, I've been driving with my truck over that tomato and see - my tires were not harmed! Do I get a medal now?" The ancestors will not look upon you for that.

But if you say: "Hey, I've killed a Drake with my Hurricane but I had nothing in my hangars but lasers, tractor beams, small shield extenders and magnetic field stabilizers from looted wrecks to fit it! And besides I had accidental a bit of Navy aggro doing that…" That would be something. But to kill a Drake in a Hurricane is exact the thing that everybody from your tribe would expect from you, warrior.

So strive for more. Strive for the impossible, for the unthinkable. Walk the path that our ancestors did when they declared war to slavery, war to oppression. The true Mimatar warrior will challenge an Amarrian armada in nothing more than a Breacher frigate launching waves of sheer suicide runs against them - and win like we did at the battle of Pator, where we had nothing but Slashers and halve fitted Breachers against them. This is the stuff we are made off, this is the stuff the Amarr fear.

It is our ingenuity, our anger, our brave hearts that they fear. Because they only fly without their hearts involved. They fly with cold hearts. We fly with a burning fire in our chests. And it is not true that feeling make you a bad warrior. If you have gone through our path of rites, you will have learned to look into your heart and you'll understand your feelings and they don't interfere with your performance in battle, no, they support you, they give you in every situation the edge over your enemy.

Because inspiration is not a product that is coming from your mind, warrior. It's the blood from your heart.

So fly hot in your breast but learn to focus your emotions, to let them guide you instead to fight them down like the Amarr do when they rub their knees praying for forgiveness for the sin being human. Torturing their bodies for their feelings. Looking into a sky, praising a lord that does not exist and expect answers from the silence of his absence. Instead of living in the world that is, listening to the body, the mind and the heart and becoming a complete human being.

This is our way of wisdom, warrior. To be true. To be full. To include our hearts in every aspect of what we do. And look at the design of our space ships - they outperform everything when you fly them with heart and mind and not just with mind.

Let those that fly cold numbers be the Amarr. We fly better than that.

Fly insane. Means fly not like your mind alone dictates your doings. Fly more. So that the pure mind can't understand. That's the true meaning of flying insane. Not flying without sanity. But flying with something added to it, that the mind can't understand, can't analyse. And that's your heart. That's your feelings. That's inspiration. That's Minmatar.

FREEDOM, PUNK & AUTOCANNONS

Sanadras Riahn
Turbo Nuclear Pirate Punch
#39 - 2011-10-14 06:22:09 UTC
Alica Wildfire wrote:
Dear Log,

I want to tell ya a short story about the Minmatar way of war.

In the first hours, days and months of the Rebellion we Minmatar had nothing than Slasher frigates against the most powerful Empire of New Eden. And little Sebiestor girls we were bringing down full scale Amarrian battleships like the Reclamation at Traun single handed with nothing but her smarts and a screwdriver.

The Minmatar way of war is to bring down a Punisher with a Slasher, a Mauler with a Vigil, a Coercer with a Rifter, a Navy Slicer with a Breacher, a Drake with a Rupture. It is the way of war of the walking impossible. If you achieve the unthinkable flying your Minmatar ship, you follow the footsteps of our great ancestors and make them proud.

[...]

So strive for more. Strive for the impossible, for the unthinkable. Walk the path that our ancestors did when they declared war to slavery, war to oppression. The true Mimatar warrior will challenge an Amarrian armada in nothing more than a Breacher frigate. This is the stuff we are made off, this is the stuff the Amarr fear.

It is our ingenuity, our anger, our brave hearts that they fear. Because they only fly without their hearts involved. They fly with cold hearts. We fly with a burning fire in our chests. And it is not true that feeling make you a bad warrior. If you have gone through our path of rites, you will have learned to look into your heart and you'll understand your feelings and they don't interfere with your performance in battle, no, they support you, they give you in every situation the edge over your enemy.

Because inspiration is not a product that is coming from your mind, warrior. It's the blood from your heart.

So fly hot in your breast but learn to focus your emotions, to let them guide you instead to fight them down like the Amarr do when they rub their knees praying for forgiveness for the sin being human. Torturing their bodies for their feelings. Looking into a sky, praising a lord that does not exist and expect answers from the silence of his absence. Instead of living in the world that is, listening to the body, the mind and the heart and becoming a complete human being.

This is our way of wisdom, warrior. To be true. To be full. To include our hearts in every aspect of what we do. And look at the design of our space ships - they outperform everything when you fly them with heart and mind and not just with mind.

Let those that fly cold numbers be the Amarr. We fly better than that.


Absolutely inspirational. My short failure of a service to the Republic's Fleet and years on the station facilities as an engineer discouraged me for a long time, but seeing such pride, such passion in one's way of flying, one's way of fighting, one's way of living Minmatar...

I will take this line. "This is our way of wisdom, warrior. To be true. To be full. To include our hearts in every aspect of what we do. --- Let those that fly cold numbers be the Amarr. We fly better than that." I will inscribe it to my capsule, both inside and out. And I will live this proudly.

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

Saul Dhampir
Jericho Fraction
The Star Fraction
#40 - 2011-10-14 11:14:08 UTC  |  Edited by: Saul Dhampir
Alica Wildfire wrote:
*A load of hate prattle about the Drake


The Drake is a tool. If you know how to fit it correctly and how to fly it correctly it is a very effective tool. It has pros and cons like any other tool. Ships can be fit to kill it, it can be fit to kill other specific ships. Dismissing it out of hand because you don't know how to fly it is foolish.

Alica Wildfire wrote:
A ship that is for the stupid.


The Star Fraction flies Drake fleets to great effect. Just last week we smashed a pirate Battleship gang that had jam support and a numerical advantage through disciplined combat and target calling and synergistic logistic support.


We don't particularly think we are stupid. But your comment is noted.
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