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There are several reasons why Microwarpdrives are so common in nullsec. The first one is that an AB ship is helpless against a gang, you will not be fast enough to separate several people on grid and you will not be fast enough to reapproach gates and separate your foes using gates and aggression mechanics. | There are several reasons why Microwarpdrives are so common in nullsec. The first one is that an AB ship is helpless against a gang, you will not be fast enough to separate several people on grid and you will not be fast enough to reapproach gates and separate your foes using gates and aggression mechanics. | ||
The other main reason is bubbles: Nullsec is full of | The other main reason is warp disruption bubbles: Nullsec is full of bubbles (both deployable and interdictor made) and speed is critical for both escaping them and taking advantage of them. For this, the substantial speed boost of the MWD is invaluable. An Afterburner can still be a good idea to bring in nullsec as long as you have an MWD too. This fit is called a dualprop ship and is great for soloing as in this case the MWD allows you to escape bubbles and close range rapidly to an opponent, while the afterburner lets you also retain a speed advantage once in scram range (where both of your MWDs will likely be deactivated by your respective warp scramblers) | ||
MWD brawlers and MWD scram-kiters basically function the same as AB ships except they are faster initially while moving around on the grid and then considerably slower during a fight once they have been tackled and their MWD deactivated by a scram. This means the initial engagement range is going to be extremely critical and the most decisive factor: the actual speed difference between a fast and a slow ship are going to be a lot less important. For example, the difference in speed between a webbed MWD Atron and a webbed MWD Merlin is only 50m/s (the difference with Afterburners is around 150m/s) | MWD brawlers and MWD scram-kiters basically function the same as AB ships except they are faster initially while moving around on the grid and then considerably slower during a fight once they have been tackled and their MWD deactivated by a scram. This means the initial engagement range is going to be extremely critical and the most decisive factor: the actual speed difference between a fast and a slow ship are going to be a lot less important. For example, the difference in speed between a webbed MWD [[Atron]] and a webbed MWD [[Merlin]] is only 50m/s (the difference with Afterburners is around 150m/s) | ||
This massive reduction in speed has many collateral effects. For example, it makes rocket ships drastically better. Since fights happen at a slower velocity, rocket ships are able to use rage rockets and apply their full damage with a single web (as long as the enemy isn’t dual propped). | This massive reduction in speed has many collateral effects. For example, it makes rocket ships drastically better. Since fights happen at a slower velocity, rocket ships are able to use rage rockets and apply their full damage with a single web (as long as the enemy isn’t dual propped) | ||
The fact that almost all ships will be MWD fitted by default also means that kiting becomes more challenging. Kiting ships which are viable in Low Sec such as the Tristan no longer have a speed advantage in null Sec where you opponent will also be MWD fit. Instead, kiting relies on ships with natural speed bonuses which allow them to outpace even other MWD fits. Examples include the [[Garmur]] or combat interceptors such as the [[Raptor]] | |||
The other big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: | The other big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: the [[Tormentor]] and [[Incursus]] which are very effective ships in AB engagements become a lot less potent in this meta, while shield tanked rocket and projectile ships get a notable advantage due to their lower capacitor needs | ||