PvP Current PVP meta...

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We all know that the best meta is to fly backwards with 4-0-2 to pips, use gimballed weapons with premium ammo and pack hounds with premium ammo. make sure to reload if u run out of ammo . ;)
 
At the risk of making an obvious point, bear in mind that although incendiary will usually help against a 'Big 3' with a reinforced shield + full heavy duty booster set up (which lacks thermal resist) it's a straight downgrade against a typical shielded or shieldless medium PvP ship, which will have similar or higher resistance to thermal than kinetic. Against those mediums, you're basically losing 5% of DPS and making your ship run hotter, in return for doing the same or less damage, lol...

But the big ships thing brings me to a question for Cmdr Harry Potter, if I may:

HP, we all know how dangerous frags (whether fixed, or gimballed!) are to Anacondas and Corvettes, because they are so slow, but as one of the game's most experienced PvP Cutter pilots, how have you found that the Cutter copes with frag attacks...?

Nothing can cope with frags realistically, the only ship can withstand the entire ammo pool of a wing of frags is my Cutter, even then though its min maxed to hell and back, 10,000MJ of shield, 44,000 if you count my resists + pips to sys. but then the bonus with frag is reloads(soon to be fixed in 2.4) with reloads you can kill ANYTHING at all.

Mediums will be hard for sure but big ship get trashed by frags, though this is their intended use... as you say yourself thermal frags are extremely bad vs hybrids or hull tanks, given most shield users are bi-weave FDLs you would be hard pressed to get much DPS out.

This is why my clipper is so good, its got speed, boost 601 at an FDL, ram and frag normally kills most bi-weaves instantly. the catch with my build is low thermal damage but then I don't fight big ships simply because they can just wake far to easy.

How bout a CZ that's for Cmdrs only?

I would love this!

We all know that the best meta is to fly backwards with 4-0-2 to pips, use gimballed weapons with premium ammo and pack hounds with premium ammo. make sure to reload if u run out of ammo . ;)

That method of flying is about to finally stop. 2.4 my friend.
 
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ALGOMATIC

Banned
Incendiary costs 5% damage but there's the opportunity cost which is not fitting screening shell or drag munitions. IMO the opportunity cost (especially incendiary over SS) costs a lot more than 5% against a shield that has equal thermal/kinetic resistance. My 2 cents.

Point taken, will need to regrind.
 
but then the bonus with frag is reloads(soon to be fixed in 2.4) with reloads you can kill ANYTHING at all.

(...)

That method of flying is about to finally stop. 2.4 my friend.

Thanks indeed for your observations about the iCutter.

About synthesis interruption, the latest from Sandro was:

Hello Commander Truesilver!

Well, hopefully folk will be able to test chain interruptions (I think this may be a fairly niche corner case, but) as the new timers should be in the beta very soon, if not now (so good for live!).

Synthesis for cannon weapons is currently set to 2/3/4 seconds based on the quality of the recipe, with missiles getting hit harder at 5/10/15. Chaff and heat sinks are at 20/25/30 respectively.

I think that changing these numbers dynamically *should* not be too much of an issue, but the more feedback we get when they are live, the better.

(I think 'cannon' was a typo, meaning 'kinetic.')


I'm afraid that a 2 second timer wouldn't appear to have much effect upon FAS / FdL etc spamming basic reloads.

My concern was that the 30 second timer on everything, plus instant interruption, as was in place at the end of Beta 2.4, would have left a big ship unable to reload, ever ... against mediums with effectively infinite ammo.

But with a 2 second timer it's basically business as usual, on basic reloads.

All that said, Sandro does say that revisions might be made after this goes Live.

I suppose one solution could be a 30 second timer on everything, but do away with the whole interruption mechanic. That stops continuous fire while allowing ships of every size and speed the same chance to reload.
 
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Thanks indeed for your observations about the iCutter.

About synthesis interruption, the latest from Sandro was:



(I think 'cannon' was a typo, meaning 'kinetic.')


I'm afraid that a 2 second timer wouldn't appear to have much effect upon FAS / FdL etc spamming basic reloads.

My concern was that the 30 second timer on everything, plus instant interruption, as was in place at the end of Beta 2.4, would have left a big ship unable to reload, ever ... against mediums with effectively infinite ammo.

But with a 2 second timer it's basically business as usual, on basic reloads.

All that said, Sandro does say that revisions might be made after this goes Live.

I suppose one solution could be a 30 second timer on everything, but do away with the whole interruption mechanic. That stops continuous fire while allowing ships of every size and speed the same chance to reload.

Yes I 100% agree a blanket 30sec timer for reloads regardless to damage, that way there is some tact to starting the reload as you run out of ammo, timing it well will ensure you are always running with ammo and punish those who cannot follow the flow of the battle, while allowing big ships to reload.
 

ALGOMATIC

Banned
Yes I 100% agree a blanket 30sec timer for reloads regardless to damage, that way there is some tact to starting the reload as you run out of ammo, timing it well will ensure you are always running with ammo and punish those who cannot follow the flow of the battle, while allowing big ships to reload.


what about the heat sink synths? are we back to SR FAS meta? sure hope it was only in beta.
 
what about the heat sink synths? are we back to SR FAS meta? sure hope it was only in beta.

Well, on Sandro's current proposal, the shortest heat sink timer is 20 seconds, which is instantly reset by taking any weapon fire to shield or hull.

But added to which, running quickly through the effect of Silent Running on each weapon type:

1. Fixed weapons: no effect at all. Upon the Silent Runner firing, his ship and all his subsystems are subject to full targeting, including where applicable lead indicator, by enemy plus entire wing.

2. Gimballed weapons: as above, except that gimbal lock may be of poor quality due to low temperature. Solution is emissive.

3. Missiles: lock can be infinitely prevented by silent running. Again, solution is emissive.

4. Turrets: completely unaffected.

5. Mines: completely unaffected.

6. Frags/ramming: completely unaffected.

In short, silent running has literally no relevance to PvP except to missiles and, to a far lesser degree, gimbals, which effect can be completely and permanently negated by fitting one emissive weapon.

I honestly don't think we need to worry too much about Silent Running, nowadays!
 

ALGOMATIC

Banned
Well, on Sandro's current proposal, the shortest heat sink timer is 20 seconds, which is instantly reset by taking any weapon fire to shield or hull.

But added to which, running quickly through the effect of Silent Running on each weapon type:

1. Fixed weapons: no effect at all. Upon the Silent Runner firing, his ship and all his subsystems are subject to full targeting, including where applicable lead indicator, by enemy plus entire wing.

2. Gimballed weapons: as above, except that gimbal lock may be of poor quality due to low temperature. Solution is emissive.

3. Missiles: lock can be infinitely prevented by silent running. Again, solution is emissive.

4. Turrets: completely unaffected.

5. Mines: completely unaffected.

6. Frags/ramming: completely unaffected.

In short, silent running has literally no relevance to PvP except to missiles and, to a far lesser degree, gimbals, which effect can be completely and permanently negated by fitting one emissive weapon.

I honestly don't think we need to worry too much about Silent Running, nowadays!

All excellent points.


However when flying with frags, toggle SR (you dont fire anyway until close to target), unless they use emissive (very few use lasers in PVP nowadays), there is no counter for it as I see it. You basically avoid the only counter against frags, which is long distance weapons such as rails.

IMO they only did it for the explorers, who now have no risk getting burned near the star...
 
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All excellent points.


However when flying with frags, toggle SR (you dont fire anyway until close to target), unless they use emissive (very few use lasers in PVP nowadays), there is no counter for it as I see it. You basically avoid the only counter against frags, which is long distance weapons such as rails.

IMO they only did it for the explorers, who now have no risk getting burned near the star...

Are you up for our fight? if not thats fine.
 
Immurshun ruined all is lost.

Explain? :)

And be careful what you complain about, I spent three hours farming mats just for the hull reinforcements last night, and I still don't have 100 rolls. Grrr. ;) Need more Core Dynamics Composites.
 
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