Quick question on this ganker's ship

As lekeno points out we know exactly who you're talking about, there are three pilots with the same mo from the same squadron. They execute reverski very well with rails and seekers, there isn't much you can do. Every time I face them I fought to the death and let them destroy me, trying to learn as much as I can. Anyone can execute this with a bit of practice, it is quite simply the most effective fighting style in the game, though deadly boring to fly and to fly against. Some will remember me going on about this a fair bit the last few months. The Phantom simply has too much speed and capacitor.

P.S. They aren't cheating. I believe
I'd simply highwake out, this reverskiing is annoying as [redacted].
 
They execute reverski very well with rails and seekers, there isn't much you can do.
Railsky Reversky is end product of few flowed gameplay mechanics that is abused, it's in same league with packhounds (and synthesis). If only way to beat one build is fly it oneself, and if for majority of players it's boring and bad designed gameplay, is it enough to ask FD for nerf of FA of reverse speeds and changes to engineering blueprints, 100% damage falloff for lr weapon is already very generous. Rails pre engineers were well balanced, now if abused it's a cancer.
 
When I've had major issues against all rail phantoms while flying a decently fast medium (anything faster than a FAS) it was usually because I had torpedoes or some other overly specialized (for other purposes) weapon equipped and simply couldn't deliver competitive damage at any range.

All of my mediums that aren't experimental or 'meme' builds have decent thermic resistance and good regeneration; most also have at least one long range weapon of their own. Generally, I try to stay as close as possible for as long as possible. If they manage to break away and get into fall-off/frequent miss distance of whatever weapons I'm using, I duplicate their reverski, or just turn and run, until they start to close the gap again (preferably dumping a sink on the way back in to break their target lock until I'm ready to fire), then I start the cycle over. It's tedious and not always workable, especially if they have bigger bi-weave sheilds and you can't suppress enough of their regeneration, but the saving grace of an opponent that has only railguns is that they have no absolute damage component, no emissive, and will usually melt themselves if they just fire as fast as possible.

A shieldless FAS is at a huge disadvantage in a battle of attrition against a heavily shielded target (or even one where regeneration cannot be locked down) with long range hitscan weapons that it's only barely able to keep pace with.
Makes sense, what I found funny/sad/annoying/whatever is that hull/module damage wasn't really the issue for me (4,000+ HP and several MRPs). I actually ran out of ammo (or was close to it anyways) so gave up in the end. Will never get those dull 15 minutes back, although as I said previously at least we chased him away for a bit so some poor sod in a noob paper Asp didn't have to eat a rebuy for a little while.

The easiest way to beat a reverski noob is to reverse and low wake.

PVP today is dull as dishwater anyway

Powerpanic
The Voice of Griefing
This was at an engineer site and I actually attacked him first (since he was wanted). Will consider leaving them be next time around, which is a bit of a shame all the same.
 
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Hitting the brakes and typing in chat, "I'll wait" sometimes has an effect.
This guy to be fair had his MO down to a tee - I monitored his direction of travel and distance and could tell he would close in as soon as I stopped giving chase or got outside his own weapon's range. I've moved my biowaste away from Deciat now, as I've had enough of those sort of shenanigans, at least for the time being.
 
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The thing that sticks out to me is the 70% hull. Sounds like the CMDR is flying a paper armoured sheild tank. The Krait has module slots galore as well as room for plenty of SCB's. My guess is that he's running a C6 biweave, enginnereed for fast recharge and then has that stacked with HD sheild boosters. With G5DD, she's fast enough to stay out of harm's way while spamming SCB's before re-engaging.

Next time it happens, low wake...as has been said, long range reverski is teh dumbz.
 
Too slow :/
Tested two class 1 rapid fire pulses with phasing sequence against NPC iClipper.
On 97% it lost shields.
I've seen that it was nervous. Funny but it is still too slow.
Phasing is all or nothing, either put it on every hardpoint or don't bother. 5 PA fdl with phasing is pretty effective, as is Anaconda full phasing pulse. :thumbsup
 
So I had another, similar incident (reverski with LR weapons), this time a Cutter in Eravate. I got interdicted by an NPC pirate, he jumped in shortly afterwards and started opening fire. I was in the same FAS, but this time with 2 small/2 large rapid fire pulses, all phasing (and gimballed because fixed on a gamepad is just too twitchy for me).

As this happened very close to the star, and he was pestering me with LR beams and the occasional rail strike, at least one of them causing heat build up.

I managed to catch him a few times, and with FA off landed a few hits. Got him down to below 90%, but was around 55% myself and ran out of heat sinks so decided to bail. Think it was about 5 minutes or so of combat time before I high-waked.

It was again very tedious and a game of attrition, given his shield/hull health was always going to be a losing battle without more specialised gear (but I knew that already, just wanted to see how it goes and this was as good an opportunity as any).

Morale of the story for me at least, really no point in engaging for too long as it'll go nowhere. As Ramius above said, what's the point.
 
So I had another, similar incident (reverski with LR weapons), this time a Cutter in Eravate. I got interdicted by an NPC pirate, he jumped in shortly afterwards and started opening fire. I was in the same FAS, but this time with 2 small/2 large rapid fire pulses, all phasing (and gimballed because fixed on a gamepad is just too twitchy for me).

As this happened very close to the star, and he was pestering me with LR beams and the occasional rail strike, at least one of them causing heat build up.

I managed to catch him a few times, and with FA off landed a few hits. Got him down to below 90%, but was around 55% myself and ran out of heat sinks so decided to bail. Think it was about 5 minutes or so of combat time before I high-waked.

It was again very tedious and a game of attrition, given his shield/hull health was always going to be a losing battle without more specialised gear (but I knew that already, just wanted to see how it goes and this was as good an opportunity as any).

Morale of the story for me at least, really no point in engaging for too long as it'll go nowhere. As Ramius above said, what's the point.
Yea phasing is a marathon not a sprint. It'd be OP otherwise. However, it's always fun to hit a cutter or corvette with 3 phasing PAs and see their hull go from 100 to 97ish. Never skip Hull day CMDRs. To be fair though they always escape before I can kill them because they still have like, 1,000.000 sihelds and 50 SCBs protecting their modules.

BUFF FLECHETTE FDEV GAAAAAWD
 
Yea phasing is a marathon not a sprint. It'd be OP otherwise. However, it's always fun to hit a cutter or corvette with 3 phasing PAs and see their hull go from 100 to 97ish. Never skip Hull day CMDRs. To be fair though they always escape before I can kill them because they still have like, 1,000.000 sihelds and 50 SCBs protecting their modules.

BUFF FLECHETTE FDEV GAAAAAWD
Absolutely, if I'm honest I'd prefer doing away with all these silly experimental effects altogether to level the playing field again somewhat, or at least make combat more enjoyable again. The primary engineering effects can stay as they still allow for some more varied builds (long Vs short range etc.).

Suppose though that'd require a balance pass on many ships and modules so never going to happen.
 
Reverski speaks volumes about the pilot you are fighting.

Low skill, can't turn fight, does'nt understand boost timing or lat/vert transitions.

All they have to do is keep weapons on target, nothing else.

It's a shame because there was a time where people had to work to win fights, now its just HP stacking a fast ship and reversking and then calling yourself "leet" pvp FAo lord and being done with it.

Shame on you if thats your style, shame indeed.
 
Reverski speaks volumes about the pilot you are fighting.

Low skill, can't turn fight, does'nt understand boost timing or lat/vert transitions.

All they have to do is keep weapons on target, nothing else.

It's a shame because there was a time where people had to work to win fights, now its just HP stacking a fast ship and reversking and then calling yourself "leet" pvp FAo lord and being done with it.

Shame on you if thats your style, shame indeed.
Yeah it's putting me off getting more involved in PvP to be honest, I also know not everyone is like this but when it comes to RP'ing a space cop, there's a high chance you'll more likely run into these types of individuals.

And when you fly a ship like the FAS which is so much fun to NOT fly in a straight line (never tried it before, bit of a revelation for me) it really seems pointless to engage.
 
Yeah it's putting me off getting more involved in PvP to be honest, I also know not everyone is like this but when it comes to RP'ing a space cop, there's a high chance you'll more likely run into these types of individuals.

And when you fly a ship like the FAS which is so much fun to NOT fly in a straight line (never tried it before, bit of a revelation for me) it really seems pointless to engage.
Just look for a group who prioritize skill over easy wins, there are still a fair few around, most will thankfully turn thier noses up at reverski pilots and refuse interaction with them because it's dull as ditchwater.

If you wanna cause reverski pilots a ballache though, drag frags and force shells on a very fast ship, Viper 3 or ICourier. It is horrendous for those players to face a faster ship because they generally havent evolved the skill to have to actually fight for control and pacing of a battle.
 
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