Shield Generator Attack: Attack is directly damaging shield generator

Hi all,

Those ATRs in their vultures destroy my shield generator in a couple of shots. Literally 0% health even in a single shot.

I read this in my HUD:

shield_generator_attack.jpg


I thought that the only weapons able to do this were the Reverberating Cascade torpedoes and mines, but when I inspect the ATRs modules I only see two burst lasers.

In fact there are no torpedoes or mines in the areas, just ATRs shooting at me from long distances.

So how can be this? Do they have reverberating cascade lasers? And furthermore, are shield generators useless against ATRs?

Is this weapon exclusive for ATRs or can regular players mount it? How to defend against this kind of attack?

Many thanks for your comments.
 
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ATR Vultures have G5 long range reverb burst lasers which are unique to them. Larger ATR ships have other ordnance as well as these lasers.

So if you plan to fight ATR, plan to lose your shield and build accordingly.

Holy crap i never knew this. I never got on the wrong side of the law though, so i guess ive never run into them.

Thats murderous. Which is good, there should be some murderboat NPCs. They should probably wing them with overcharged MC vultures to shred hull.
 
ATR Vultures have G5 long range reverb burst lasers which are unique to them. Larger ATR ships have other ordnance as well as these lasers.

So if you plan to fight ATR, plan to lose your shield and build accordingly.
Thanks a lot for clarifying this matter.
 
Yea, they were rather brutal. I mean, when they came around, it took people almost 3 hours before the first people had setups built to reliably counter and kill ATR.
Well, I guess it is bad news for all those gankers in their shield tanks and for the shield tanking in general.
 
Well, I guess it is bad news for all those gankers in their shield tanks and for the shield tanking in general.

Nah. It's mostly bad news for people who are not aware of ATR yet and especially for people who are not too familiar with C&P, end up with a kill on accident and neither have a ship set up to handle them nor know to run away quickly.

If you understand how ATR is triggered, it's extremely easy to avoid ever being caught by them if ganking is your purpose. The idea of having ATR was good, the implementation, as many other things in ED, was done without paying attention to the community and without understanding the plethora of exploitable gaps the implementation would have.

To give ATRs any actual impact against gankers, we'd need to have ATR controls actually hunting and interdicting players, not just coming into the fight after some time. Or at least the time should not be reset to several minutes of reaction time by merely jumping out of the system.

So yes, in pure theory the ATR can spell doom to the all-shield FDL setup. But it only does so if the pilot of the FDL opts into actually encountering them, which the normal ganker does not.
 
Nah. It's mostly bad news for people who are not aware of ATR yet and especially for people who are not too familiar with C&P, end up with a kill on accident and neither have a ship set up to handle them nor know to run away quickly.

If you understand how ATR is triggered, it's extremely easy to avoid ever being caught by them if ganking is your purpose. The idea of having ATR was good, the implementation, as many other things in ED, was done without paying attention to the community and without understanding the plethora of exploitable gaps the implementation would have.

To give ATRs any actual impact against gankers, we'd need to have ATR controls actually hunting and interdicting players, not just coming into the fight after some time. Or at least the time should not be reset to several minutes of reaction time by merely jumping out of the system.

So yes, in pure theory the ATR can spell doom to the all-shield FDL setup. But it only does so if the pilot of the FDL opts into actually encountering them, which the normal ganker does not.

Ah i figured it was something like being able to make them not turn up. If they arrived promptly, they seem like they should be a strong enough ally that if you still die with them on your side, the ganker deserved the kill. Shields are SO much stronger than hull (no module damage, 240% HP buff due to pips)
 
Nah. It's mostly bad news for people who are not aware of ATR yet and especially for people who are not too familiar with C&P, end up with a kill on accident and neither have a ship set up to handle them nor know to run away quickly.

If you understand how ATR is triggered, it's extremely easy to avoid ever being caught by them if ganking is your purpose. The idea of having ATR was good, the implementation, as many other things in ED, was done without paying attention to the community and without understanding the plethora of exploitable gaps the implementation would have.

To give ATRs any actual impact against gankers, we'd need to have ATR controls actually hunting and interdicting players, not just coming into the fight after some time. Or at least the time should not be reset to several minutes of reaction time by merely jumping out of the system.

So yes, in pure theory the ATR can spell doom to the all-shield FDL setup. But it only does so if the pilot of the FDL opts into actually encountering them, which the normal ganker does not.
Well, so ganker apprentices in their Corvettes could be in serious trouble, and FDL gankers would have to flee away inmediately... That's something.
 
Shields are SO much stronger than hull (no module damage, 240% HP buff due to pips)

For many ships actually all defenses can be boosted to crazy levels.

Yes, for shields it's so much more obvious, it was no surprise that the first +700% of shield builds were around merely days after the engineers were introduced. (Unlocking them and collecting materials took a while at that time. ) But keep in mind that many ships have a number of small internal slots they don't really need for anything else. So just put some fully engineered hull reinforcement packages in there. The bigger a HRP is, the less mass and weight efficient it is, and that's before mentioning that you can also stack resists by having a number of small HRPs in your ship. Also keep in mind that HRPs don't use energy, which makes all that easier to stack them.

Pushing your hull like that might require a sacrifice here or there in a dedicated combat ship, but for most multi role ships the small slots are of so little importance that using them for hull health and resists is the one thing you should do with them, making those ships surprisingly tough when shields are down.

Well, so ganker apprentices in their Corvettes could be in serious trouble, and FDL gankers would have to flee away inmediately... That's something.

If they are that bad that they need several minutes to take you down, then indeed it makes a difference. On the other hand, if they have to spend that much time taking their target down, even the most oblivious player, not understanding the difference of mass lock on high and low waking, will be gone before ATR turns up.

As long as even the most clueless player, trying to escape by low waking, will be long gone (be it by ship destruction or by low waking) before the ATR arrives, it really does not matter.
 
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If they are that bad that they need several minutes to take you down, then indeed it makes a difference. On the other hand, if they have to spend that much time taking their target down, even the most oblivious player, not understanding the difference of mass lock on high and low waking, will be gone before ATR turns up.

As long as even the most clueless player, trying to escape by low waking, will be long gone (be it by ship destruction or by low waking) before the ATR arrives, it really does not matter.
ATRs are appearing in just 10 seconds ETA time here, like a clock.

That's barely the time to destroy a small NPC, I mean no time at all to react, but just run.
Shields will be gone in 10 seconds.
 
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