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Breeze one (talk | contribs) →In-depth look at the Ship Meta: Reformtted to a table for the example fits |
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=In-depth look at the Ship Meta= | =In-depth look at the Ship Meta= | ||
In order to | In order to look in more depth at the ship meta, and how different ships, tactics and strategies match up in space, the below describes some example ship fits seen in Low Sec PvP. These fits assume fairluy optimal skills, and Tech 2 fits. Other fits may vary, however the broad themes of meta-match ups described below remain the same: | ||
{| cellspacing="1" cellpadding="1" border="1" style="width: 900px; height: 50px;" | |||
|Meta-Type | |||
|Example Ship | |||
|DPS | |||
|Optimal Range | |||
|Buffer EHP | |||
|Active EHP | |||
|Approx Speed (Heated) | |||
|Approx Speed (Heated and Webbed) | |||
|- | |||
|Slow Brawler | |||
|[[Merlin]] | |||
|220 | |||
|1km | |||
|6.4k | |||
|N/A | |||
|1350m/s | |||
|607m/s | |||
|- | |||
|Fast Brawler | |||
|[[Atron]] | |||
|220 | |||
|1km | |||
|2.6k | |||
|2.9k at 100 HP/s | |||
|1800m/s | |||
|810m/s | |||
|- | |||
|Slow Scram-Kiter | |||
|[[Incursus]] | |||
|160 | |||
|7km | |||
|3.6k | |||
|5k at 166 HP/s | |||
|1450m/s | |||
|652m/s | |||
|- | |||
|Fast Scram-Kiter | |||
|[[Executioner]] | |||
|175 | |||
|12km | |||
|2.5k | |||
|3.2k at 100 HP/s | |||
|1700m/s | |||
|765m/s | |||
|} | |||
The following will examine the use of the ships described above in various 1v1 scenarios. | |||
==Slow brawler vs fast scram-kiter== | ==Slow brawler vs fast scram-kiter== | ||
Even if the fight starts at 0,1km which would be the best for the Merlin, he would have to apply his full DPS for 20 seconds to break the active tank of the | Even if the fight starts at 0,1km which would be the best for the [[Merlin]], he would have to apply his full DPS for 20 seconds to break the active tank of the [[Executioner]]. Since the Executioner is moving 150m/s faster than the Merlin it would only take him 6,6 seconds to get out of the Merlin’s optimal range, past that point it becomes easier and easier to active tank as seconds into fall-off pass. The Merlin has the choice to switch to Null ammo (which takes 5 seconds) but even then, the fight is going to be a struggle and the Merlin will probably lose. | ||
Now this was assuming the best possible engagement range for the Merlin, if the fight starts anywhere between 4km and 7.5km, the Merlin theoretically | Now this was assuming the best possible engagement range for the Merlin, if the fight starts anywhere between 4km and 7.5km, the Merlin cannot theoretically win. This remains only theoretically however, as if either pilot makes a mistake, if for instance the Executioner forgets to apply his web or forgets to overheat his AB for a few seconds, the true result may not match the theoretical calculations here. | ||
==Fast brawler versus slow scram kiter== | ==Fast brawler versus slow scram kiter== | ||
You might think this is opposite of what we just saw, the fast brawler will catch the slow scram-kiter and kill | You might think this is opposite of what we just saw, the fast brawler will catch the slow scram-kiter and kill it. However in reality the calculation is more complex. Let’s take the blaster [[Atron]] vs rail [[Incursus]] match-up for example: if the fight starts close, then the webbed AB [[Atron]] is 150m/s faster than the webbed AB [[Incursus]], this means he wil be able apply the entirety of his theoretical DPS by always staying at his optimal range. But a 150m/s different is not nearly enough to orbit at 0 and create big enough transversal velocity to outtrack the [[Incursus]], this means that if the [[Incursus]] burns away from you, he will be able to apply his full theoretical DPS to you as well. | ||
In this case, even though the [[Atron]] does more damage, the [[Incursus]] is much | In this case, even though the [[Atron]] does more damage, the [[Incursus]] is much tankier than the Atron. It takes theoretically 34 seconds for the Incursus to kill the Atron while it takes 38 seconds for the Atron to kill the Incursus, which means the Incursus theoretically wins. Now as the initial engagement range increases, the match-up gets tougher and tougher for the Atron because he first has to catch-up before being able to apply his whole DPS. Even if the fights starts at 4km which is moderately close, the Atron will need to catch up 3km at 150 m/s before applying his full DPS which means he’s going to lose even harder. N | ||
Now once again this is entirely theoretical, if the Incursus forgets to overload his prop, he’ll get caught a lot faster, if he forgets to overload his guns or his tank, if he forgets to launch his small drone he might very well lose the DPS race. If neither mess-up but if the Atron has considerably superior turret and tanking skills, he may still win the DPS race too. | |||
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==Mirror match-ups, Brawlers VS Brawlers and Scram-kiters vs Scram-kiters== | ==Mirror match-ups, Brawlers VS Brawlers and Scram-kiters vs Scram-kiters== | ||
These are the only match | These are the only match ups where speed will not be as relevant to actually win the fight, although the fastest ship may still be able to disengage and run away if he realizes he’s losing. In this case the pure damage*EHP ratio will generally win fights. Therefore the most important thing will be to have a good fit, the second most important thing will be to overheat your modules, and the third most important thing will be damage and tanking skills. | ||
==Meta- | ==Meta-breaking fits in scram-range== | ||