Question on pvp, ships and ganking..

Deleted member 121570

D
I flew by the station and took her out for a spin, been months! Just flew around the station, was heading elsewhere. She's no slouch, handles very well. Just needs a good pilot. My two complaints about this ship... you run out of Boost Juice quickly, and planet side it gets HOT!! Sorry about the video quality, sliced most of the video off and rendered out in Premiere Pro and the color bitrate seems to be off, a little blotchy. I ended up smacking into the side of Drexler, BOOM! Rebuy! Ha!


Good job giving it a go dude :)
But...
See how you hardly ever got it to top speed? That's cos the ship sucks at accelerating.
Also notice how you need to boost several times to get it even near there? That's cos it sucks at accelerating.
Also notice how you can't turn very well and run out of boosts trying to? That's cos you've got a crappy distributor in a ship that sucks at accelerating.

Really, the best thing to do with that ship is totally strip all modules, sell it, sell the PD, get a 2A engine focused/super capactor one, and a 2D lo-power/stripped shield, and fit it all on a regular Eagle. Then you'll have a decent race ship :)

Then build a race Viper. Both those actions will demonstrate to you just how bad the Imp eagle is.
Here's Ark doin' it ;)
 
Several ships are pretty good and close to each other, and yes have rock, paper, scissors. Then there is the FdL which can beat everything except probably a good Corvette. That being said there are a couple fdl builds that are better than others but its common knowledge that ship outclasses everything else in pvp, esp in the hands of a good pilot. The issue with it lies firstly in its unusually high shields for a medium ship as well as its speed/maneuverability (all are well above average). Secondly it having a 3sec boost interval, which may not sound important but do some canyon races and you will see how powerful that makes it. It may be the only ship that can actually be in a permanently boosted state (others are typically 5-6second interval and most ships are above 8sec), which means it can change direction very easily and quickly without having to worry as much about drifting too far away as other ships of the same speed. Thirdly for some reason it has 6 utility mounts which gives it even stronger shields and flexibility. And despite all that it has high firepower with a cl4 hardpoint.

Pretty much it outclasses smaller faster, slightly more maneuverable ships by having very close to the same maneuverability yet much higher firepower and shields. It has better shields and maneuverability and a bit better firepower than other medium ships. It is fast and maneuverable enough to have significantly higher ToT when up against large ships, with the Corvette being the hardest matchup because it has better firepower and shields but can pitch very quickly for its size. However a few smaller faster ships can stay mostly out of its targeting if they are piloted really well.

So yea, FdL had the advanced against almost every other ship. You can make a build that specifically works well against the meta fdl, but it probably won't be good against much else.

Except for both Kraits, which have a boost interval of 2 seconds and can perma-boost with two pips to engines. Oh, and the Mamba, which also has a 3 sec boost interval. And the Chieftain/Challrnger/Crusader, which also have a 3 sec boost interval. And the Federal Assault/Dropship/Gunship, which also have a 3 sec boost interval. The Clipper can also be engineered to have a 3 second boost interval... as can the Cutter, Corvette, Anaconda...
 
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Except for both Kraits, which have a boost interval of 2 seconds and can perma-boost with two pips to engines. Oh, and the Mamba, which also has a 3 sec boost interval. And the Chieftain/Challrnger/Crusader, which also have a 3 sec boost interval. And the Federal Assault/Dropship/Gunship, which also have a 3 sec boost interval.
Nice ninja ;)
I was about to comment (minus the Fed bricks) on the same!
 

Deleted member 121570

D
Except for both Kraits, which have a boost interval of 2 seconds and can perma-boost with two pips to engines. Oh, and the Mamba, which also has a 3 sec boost interval. And the Chieftain/Challrnger/Crusader, which also have a 3 sec boost interval. And the Federal Assault/Dropship/Gunship, which also have a 3 sec boost interval. The Clipper can also be engineered to have a 3 second boost interval... as can the Cutter, Corvette, Anaconda...

Isn't it also the case though that with exception of Mamba, they've all got weak multipliers, and more mass mostly? That'd make them handle comparatively crappy on boost vs. FDL.
 
Isn't it also the case though that with exception of Mamba, they've all got weak multipliers, and more mass mostly? That'd make them handle comparatively crappy on boost vs. FDL.
I believe it was in response to the "It may be the only ship that can actually be in a permanently boosted state (others are typically 5-6second interval and most ships are above 8sec) " rather than any other reason.
 
Isn't it also the case though that with exception of Mamba, they've all got weak multipliers, and more mass mostly? That'd make them handle comparatively crappy on boost vs. FDL.

Yes and no. The part I highlighted was the focus on the boost interval as a defining feature on the FdL, which is incorrect. The Kraits don't handle as well, but are actually better at boosting given how little draw they have when boosting. The Chieftain, on the other hand, draws more than the Kraits, but is way quicker at turning (and drifts differently). Sure, the FdL is poorly designed in that it has too many above average features for combat (including the ridiculous low weight to weapons ratio), and many/most consider it the PvP meta ship (follwed fairly closely by the Mamba, Krait, and Chieftain - in no particular order), but a 3 second boost interval is not what makes the FdL over powered. The statement that ships typically have 5-6 second boost interval and most are above 8 seconds is completely false - even the Type 7, 9 & 10 can engineer to a 3 second boost interval!
 
Ooh it's because i didn't upgrade the distributor as well as drives when i was looking. Gahhh silly me!

Honestly i personally feel that no ship should be below 5sec, a boost is supposed to be a boost, not a perpetual performance upgrade. But maybe that's just me, oh well.
 

Deleted member 121570

D
Yes and no. The part I highlighted was the focus on the boost interval as a defining feature on the FdL, which is incorrect. The Kraits don't handle as well, but are actually better at boosting given how little draw they have when boosting. The Chieftain, on the other hand, draws more than the Kraits, but is way quicker at turning (and drifts differently). Sure, the FdL is poorly designed in that it has too many above average features for combat (including the ridiculous low weight to weapons ratio), and many/most consider it the PvP meta ship (follwed fairly closely by the Mamba, Krait, and Chieftain - in no particular order), but a 3 second boost interval is not what makes the FdL over powered. The statement that ships typically have 5-6 second boost interval and most are above 8 seconds is completely false - even the Type 7, 9 & 10 can engineer to a 3 second boost interval!

I think it's better to consider boost profile rather than 'interval'. Given that there's spin-up, thrust + rotation, rotation only then cool down phases involved, it's unclear what 'interval' relates to. The duration of the whole profile is certainly longer than 3 seconds...

Boost profile-wise, the FDL & Mamba are unmatched in the mediums, really. Combined duration of cycle + multiplier values dictate this.
 
Good job giving it a go dude :)
But...
See how you hardly ever got it to top speed? That's cos the ship sucks at accelerating.
Also notice how you need to boost several times to get it even near there? That's cos it sucks at accelerating.
Also notice how you can't turn very well and run out of boosts trying to? That's cos you've got a crappy distributor in a ship that sucks at accelerating.

Really, the best thing to do with that ship is totally strip all modules, sell it, sell the PD, get a 2A engine focused/super capactor one, and a 2D lo-power/stripped shield, and fit it all on a regular Eagle. Then you'll have a decent race ship :)

Then build a race Viper. Both those actions will demonstrate to you just how bad the Imp eagle is.
Here's Ark doin' it ;)

Nice. I can tell you one thing... if my IE had hit the landing pad that hard I would have went BOOM! The IE ain't toughest bird! Ha! And I think I get it now... you don't like the IE, it's "BAD". Haha! ;) I noticed that you didn't seem to go FAO, that I saw. When I go FAO, the IE is much quicker to hit max speed and sustained speed, however, it's almost much quicker to die, in my hands. 😆

Thanks!
 
Orcaaaaaa

If you just wanna hassle people, it makes for an excellent battering ram. Throw some Frags on it to supplement those rams.

It’s also fast enough to escape virtually any situation, even in a full combat loadout. An Orca can have over 4000 hull, and still boost north of 630 when modified.

The few small ships that can keep up with it aren’t a threat. Outside of maybe another determined Orca, or an ultra-light mamba, nobody is stopping you from getting where you want to go.

It is by far the greatest gift Fdev has ever given us.
 
I think it's better to consider boost profile rather than 'interval'. Given that there's spin-up, thrust + rotation, rotation only then cool down phases involved, it's unclear what 'interval' relates to. The duration of the whole profile is certainly longer than 3 seconds...

Boost profile-wise, the FDL & Mamba are unmatched in the mediums, really. Combined duration of cycle + multiplier values dictate this.

I'm in one of my Kraits atm, and I can boost pretty much every two seconds, maybe 2.5(?), so 'boost interval' seems to be exactly what it says on the tin. As for pitch/roll/yaw rate (movement profile) and drift rate, those imo are a greater factor in ship handling, and that is where the FdL stands clearly apart - the FdL movement profile is more akin to a small ship (not far off from the Courier) where every other medium combat ship has at least one axis comparatively reduced (vs the FdL). I'll check how close my Chieftain is to the rated 3 second boost interval later, but I expect the same.
 
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Deleted member 121570

D
Nice. I can tell you one thing... if my IE had hit the landing pad that hard I would have went BOOM! The IE ain't toughest bird! Ha! And I think I get it now... you don't like the IE, it's "BAD". Haha! ;) I noticed that you didn't seem to go FAO, that I saw. When I go FAO, the IE is much quicker to hit max speed and sustained speed, however, it's almost much quicker to die, in my hands. 😆

Thanks!

Dude, that's not my vid. I even said 'Here's Ark doin' it' - fairly clearly showing it wasn't me, and cos 1. Ark's fastest on the track there, and 2. Ark had commented on the YT vid you posted, attempting to illustrate the problems with the build. Maybe you didn't read the comments though.
If you're actually interested in a 100% FA-off run that's 3 seconds slower than Ark...well..... here you go. ;)

Fly your Imp Eagle happily. But you should be aware of its limitations when it comes to racing it - which is what I've been trying to illustrate, given you built a race ship following some YT vid that gave bad advice. However, you do you, dude.

Let me put it this way. Why don't you put yourself and your ship to the test and actually try the Okinura sprint, set a time in it, and post it on the time trial thread, same as other racers do?

FYI: The best ever time in an Imp Eagle is #15 on the FAon small ship list, more than 1 minute behind the fastest. Nobody even bothered with an Imp Eagle FAoff (can you think why? :p). Good luck!

I'm in one of my Kraits atm, and I can boost pretty much every two seconds, maybe 2.5(?), so 'boost interval' seems to be exactly what it says on the tin. As for pitch/roll/yaw rate and drift rate, those imo are a greater factor in ship handling. I'll check how close my Chieftain is to the rated 3 second boost interval later, but I expect the same.

Do you mean you're boosting with a 2s gap in between? That'd be understandable. So that's 'interval'?
I'm talking about the duration of the boost itself - the period it's giving thrust & rotation benefits. We're maybe just talking different things. How long it's 'active' for vs how long it's inactive for :)
 
Dude, that's not my vid. I even said 'Here's Ark doin' it' - fairly clearly showing it wasn't me, and cos 1. Ark's fastest on the track there, and 2. Ark had commented on the YT vid you posted, attempting to illustrate the problems with the build. Maybe you didn't read the comments though.
If you're actually interested in a 100% FA-off run that's 3 seconds slower than Ark...well..... here you go. ;)

Fly your Imp Eagle happily. But you should be aware of its limitations when it comes to racing it - which is what I've been trying to illustrate, given you built a race ship following some YT vid that gave bad advice. However, you do you, dude.

Let me put it this way. Why don't you put yourself and your ship to the test and actually try the Okinura sprint, set a time in it, and post it on the time trial thread, same as other racers do?

FYI: The best ever time in an Imp Eagle is #15 on the FAon small ship list, more than 1 minute behind the fastest. Nobody even bothered with an Imp Eagle FAoff (can you think why? :p). Good luck!

Ah... OK, well I am just trying to have fun here. Seems to be getting a little more serious than I've ever meant my IE to get. I like it, but I will certainly look into some other builds. All good. Peace! Thanks for the advice ;)
 
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