PvP Mind Games (Dropship vs Mine-Bomber Courier)

Interesting fight, forewarned is forearmed.

Props to you for knowing how the fight would play out before it happened. Also props for that silent ramming. (Ha, I think you just made that a thing) You just know that guy would've bugged out when he got low, so it really was the only way to score a kill.
 
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This was entertaining. :)

You've made me have a look at the Federal Drop Ship now, as I've only heard bad things about it in the past.

Do you have any advice on fitting it out? What sort of jump range can be expected if you RNGineer it?
 
This was entertaining. :)

You've made me have a look at the Federal Drop Ship now, as I've only heard bad things about it in the past.

Do you have any advice on fitting it out? What sort of jump range can be expected if you RNGineer it?

For full combat, pack it full of HRP's with a C6 biweave, D4+D3 MRP, and A2 AFMU. For the utilities I run two shield boosters and two chaff launchers.

As for weapons, run whatever you like. The bottom three hardpoints have excellent convergence, and the outer two are sort of alright. Every dropship pilot has their ownloadout though, so take that as an excuse to experiment :)

And for jumprange, my mission-running fit was hitting around 20 if I remember right.
 

Arguendo

Volunteer Moderator
Nice video, great comments to explain your thinking, and that completely unexpected ending to top if off! o7 ;)
 
The ending was fantastic ;-) Great vid, and great idea to go silent. By the way, help a fellow out, how long have you got to have not been firing on another ship before you can go silent running and for them to actually lose their retical? Is it about 10 seconds? I've seen it happen many times but I don't know for sure the number (obviously you did to have the confidence that that would work).
 
The ending was fantastic ;-) Great vid, and great idea to go silent. By the way, help a fellow out, how long have you got to have not been firing on another ship before you can go silent running and for them to actually lose their retical? Is it about 10 seconds? I've seen it happen many times but I don't know for sure the number (obviously you did to have the confidence that that would work).

- as far as i know it is not down to time, but to distance. autoresolve distance is 250 m- 700 m, and you need roughly 1,5-2 km to break target lock

- in my understanding the silent running move was mainly a move not to get targeted by the seekers (the mines weren't the problem).

- not sure how long it takes till you can fire seekers after aquiring target lock, but silent running would have helped if the ram wouldn't have been successfull to break the target lock while boosting out of distance.

or am i totally wrong?
 
- as far as i know it is not down to time, but to distance. autoresolve distance is 250 m- 700 m, and you need roughly 1,5-2 km to break target lock

- in my understanding the silent running move was mainly a move not to get targeted by the seekers (the mines weren't the problem).

- not sure how long it takes till you can fire seekers after aquiring target lock, but silent running would have helped if the ram wouldn't have been successfull to break the target lock while boosting out of distance.

or am i totally wrong?

You might be right about the distance, that's definitely possible. I don't think he went silent to avoid seekers though, you wouldn't deliberately lose full shields if you were worried about those. I think Rinzler got bored and wanted to go for the awesome glory ram of the drop ship which is of course exactly what he did. It's hard to spot a silent running dark color drop ship when you're doing 850 m/s. No doubt he'll tell us at some point ;-)
 
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That Courier's tactic is exactly the kind of thing I would try. Mines only do 10% generator damage per hit??? I thought they did around 25%.

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That Courier's tactic is exactly the kind of thing I would try. Mines only do 10% generator damage per hit??? I thought they did around 25%.

Also, an opponent can see the mines on his radar?
 
The ending was fantastic ;-) Great vid, and great idea to go silent. By the way, help a fellow out, how long have you got to have not been firing on another ship before you can go silent running and for them to actually lose their retical? Is it about 10 seconds? I've seen it happen many times but I don't know for sure the number (obviously you did to have the confidence that that would work).

The auto-resolve due to firing lasts around 5 seconds when you've gone silent.


- as far as i know it is not down to time, but to distance. autoresolve distance is 250 m- 700 m, and you need roughly 1,5-2 km to break target lock

- in my understanding the silent running move was mainly a move not to get targeted by the seekers (the mines weren't the problem).

- not sure how long it takes till you can fire seekers after aquiring target lock, but silent running would have helped if the ram wouldn't have been successfull to break the target lock while boosting out of distance.

or am i totally wrong?

- Auto-resolve due to proximity is around 500 metres for standard sensor suites
- The silent running move was to stop him from seeing where I was and hence being able to anticipate and avoid me
- Pulling distance on such a ship is impossible. My saving factor would have been maintaining a front-on position to protect my thrusters for the 20 seconds it takes my biweave to re-form


That Courier's tactic is exactly the kind of thing I would try. Mines only do 10% generator damage per hit??? I thought they did around 25%.

Also, an opponent can see the mines on his radar?

It depends on the shield generator you're hitting. 6C biweaves can't take much of a hit, but 8A prismatics can take a lot. As for the reverb cascade itself, mines only do a small amount but the torpedoes with the same effect do quite a lot (4 torps take down a 7A prismatic)

And yes, I can see all of his mines on my radar. Those are all the triangles all over the place :)
 
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The auto-resolve due to firing lasts around 5 seconds when you've gone silent.




- Auto-resolve due to proximity is around 500 metres for standard sensor suites
- The silent running move was to stop him from seeing where I was and hence being able to anticipate and avoid me
- Pulling distance on such a ship is impossible. My saving factor would have been maintaining a front-on position to protect my thrusters for the 20 seconds it takes my biweave to re-form




It depends on the shield generator you're hitting. 6C biweaves can't take much of a hit, but 8A prismatics can take a lot. As for the reverb cascade itself, mines only do a small amount but the torpedoes with the same effect do quite a lot (4 torps take down a 7A prismatic)

And yes, I can see all of his mines on my radar. Those are all the triangles all over the place :)

Given this I got to change my tactics lol. The courier guy might do better to have 4 torpedoes instead of the mines.
 
I really need to fight you with my VIV divebomber, one of these days. That courier's main mistake IMO was simply going too fast. Ultra-high speed doesn't help you as a divebomber- it just makes it difficult to position yourself. Hitting a drifting ship is very difficult for sure, but the excessive speed wasn't helping the situation.
 
I really need to fight you with my VIV divebomber, one of these days. That courier's main mistake IMO was simply going too fast. Ultra-high speed doesn't help you as a divebomber- it just makes it difficult to position yourself. Hitting a drifting ship is very difficult for sure, but the excessive speed wasn't helping the situation.

True, but the speed really helped him avoid taking fire
 

Deleted member 115407

D
That was quite enjoyable!

Using the kill-ram is one of my favorite things to do. Saves ammo and time :)
 
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