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When you're trying to figure out how much damage you're going to do, why would you add the time it takes for you to lock to add to your DPS? Ypu |
This entire section was convoluted and awkward and incorrect in many parts and not useful for the target audience- people who actually don't have experience ganking. |
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Multiplying the DPS of a ship by the seconds you have before the CONCORD response is a good way to approximate the damage you can do before you're destroyed. Just keep in mind that the overall raw DPS will be slightly higher than the estimate, but range and tracking issues may reduce the overall DPS. | |||
Industrials vary vastly in EHP, they can have anywhere between 4,000 and 25,000 EHP. Blockade Runners are slightly more tanky, capping out at around 39,000 EHP. Deep Space Transports can have hundreds of thousands potentially, capping out at approximately 500,000 EHP. | |||
The Retriever and Covetor tend to have under 15,000 EHP, and the Procurer caps out at around 50,000. The Hulk and Mackinaw tend to have under 25,000, and the Skiff tends to cap out at around 70,000. | |||
Freighters on the low end have approximately 240,000 EHP at the weakest, and can have up to 750,000 max tanked and with implants (freighter pilots often have implants). Jump Freighters can vary anywhere from 400,000 to 1,100,000 EHP with implants. | |||
Always know the fitting of the ship you're shooting before you engage as the way any ship is fit could drastically change it's EHP. | |||
== Tactics == | == Tactics == | ||