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== Utilizing drones == | == Utilizing drones == | ||
Drones can be a tremendous asset on the field, with a damage potential anywhere from 500 up to 900+ dps from light combat drones alone in vanguards. But you need to use them wisely or end up wasting their potential. | Drones can be a tremendous asset on the field, with a damage potential anywhere from 500 up to 900+ dps from light combat drones alone in vanguards. But you need to use them wisely or end up wasting their potential. | ||
===== Drone targets ===== | ===== [[image:icon_bounty.png|32px|Drone target]] Drone targets ===== | ||
In a less skilled fleet consisting of regular tech one ships the frigates present a noticable problem, especially if the fleet is battleship heavy. Instead of trying to use battlecruisers to remedy the problem (which in turn would just cause other problems), you can utilize the dronebunny to effectively handle the fast, small signature, tight orbiting frigates. Drones can even dispose of unwebbed frigates, although they should always be complemented with a web or two to speed things up. | In a less skilled fleet consisting of regular tech one ships the frigates present a noticable problem, especially if the fleet is battleship heavy. Instead of trying to use battlecruisers to remedy the problem (which in turn would just cause other problems), you can utilize the dronebunny to effectively handle the fast, small signature, tight orbiting frigates. Drones can even dispose of unwebbed frigates, although they should always be complemented with a web or two to speed things up. | ||
One thing to remember about drones is that they have very short optimals and you also need to factor in travel time. You want them to spend more time shooting and less time moving. As such, there's no ''one way'' to use drones, but instead highly situational. See [[#Bonused_webs_and_flexible_dronebunny|bonused webs]] under '''Advanced tactics''' below for more information. | One thing to remember about drones is that they have very short optimals and you also need to factor in travel time. You want them to spend more time shooting and less time moving. As such, there's no ''one way'' to use drones, but instead highly situational. See [[#Bonused_webs_and_flexible_dronebunny|bonused webs]] under '''Advanced tactics''' below for more information. | ||
===== Selecting a dronebunny ===== | ===== {{icon|fighter|32|Dronebunny}} Selecting a dronebunny ===== | ||
As for who the dronebunny should be, there are a variety of things to consider. It is often easier to think of what ships in the fleet shouldn't be the dronebunny. | As for who the dronebunny should be, there are a variety of things to consider. It is often easier to think of what ships in the fleet shouldn't be the dronebunny. | ||
* A '''sniper''' or someone with the range to hit the elusive targets out at 50-60km (usually outside drone control range) is not a good candidate as the drones couldn't shoot what they are shooting. | * A '''sniper''' or someone with the range to hit the elusive targets out at 50-60km (usually outside drone control range) is not a good candidate as the drones couldn't shoot what they are shooting. | ||
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Try to make the most out of your webs and target painters in the fleet. | Try to make the most out of your webs and target painters in the fleet. | ||
; {{icon|web|32|Stasis webifier}} Stasis webifiers | |||
Consider stacking penalties and spread your webs out among primary, secondary and drone targets. Experienced pilots will do this automatically, but it doesn't hurt to remind them to keep an eye on the velocity of their targets and spread webs if your primary target is already sufficiently webbed down. | Consider stacking penalties and spread your webs out among primary, secondary and drone targets. Experienced pilots will do this automatically, but it doesn't hurt to remind them to keep an eye on the velocity of their targets and spread webs if your primary target is already sufficiently webbed down. | ||
If you have long-webbed [[Loki]]s and [[Bhaalgorn]]s, make sure they aren't webbing things too far out. Always adjust the range of which you web things down to your fleet's damage projection capabilities. There's no point webbing things at 40km if more than half your fleet is unable to hit things for any kind of damage at that range. | |||
; {{icon|target painter|32|Target painter}} Target painters | |||
The same goes for target painters, although they are harder to manage as you wouldn't immediately be able to tell how many painters are on your target, like you do with webs and velocity. Normally you don't have too many target painters and can just assign those who do to paint different targets. | The same goes for target painters, although they are harder to manage as you wouldn't immediately be able to tell how many painters are on your target, like you do with webs and velocity. Normally you don't have too many target painters and can just assign those who do to paint different targets. | ||
== Making the most out of remote tracking computers and remote sensor boosters == | |||
Remote tracking computers and remote sensor boosters can help ships push critical boundaries, overcome ship-design flaws or just plain improve the overall efficiency of the fleet. That said, it is important to take stacking penalties into consideration, as well as the desired result, when deciding who gets what. | |||
; [[image:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers | |||
Putting tracking speed on a ship with three tracking enhancers and a tracking computer or two scripted for speed already would be a complete waste of time, that remote tracking computer would be better served put on a battleship with bad tracking, or a ship with less modules already increasing tracking (so the effect isn't lost in stacking penalties). | |||
On the other hand, putting a remote tracking computer scripted for optimal range on a Maelstrom or a Tempest will not only increase their range, but also their damage projection, as their increased falloff directly translates into more damage dealt. An optimal range scripted remote tracking computer can also push the range of a ship far enough to be able to hit the Mara Paleo. This is because the remote tracking computer has a higher bonus and end up on top, before stacking penalties, so it can push ships like Legions, Vindicators etc who normally fall slightly short, into range. You can always double-check with the recipient, if it's actually helping. | |||
; [[image:icon_sensor_booster_i.png|32px|Remote Sensor Booster]] Remote sensor boosters | |||
When it comes to remote sensor boosters, it is usually better to boost the worst scan resolution than it is to try and ''top off'' an already decent scan resolution. If people learn to pre-lock as many targets as possible, the first lock is the most critical one. Getting that slow-locking battleship to 8 seconds instead of 16 seconds is a huge boost for the fleet, as it means that ship will apply damage much, much faster. Certainly better than boosting the dronebunny from 5 seconds to 2,5 second locking time. | When it comes to remote sensor boosters, it is usually better to boost the worst scan resolution than it is to try and ''top off'' an already decent scan resolution. If people learn to pre-lock as many targets as possible, the first lock is the most critical one. Getting that slow-locking battleship to 8 seconds instead of 16 seconds is a huge boost for the fleet, as it means that ship will apply damage much, much faster. Certainly better than boosting the dronebunny from 5 seconds to 2,5 second locking time. | ||
Naturally there could be situations where it might pay off to top off an already decent scan res. For example if you were to rely on a single ship to kill something before it can be a threat. An example of that would be an artillery Loki tailored to ''insta-pop'' any Niarja that spawns, before it even has a chance to lock, little less jam anyone. | |||
= Advanced tactics = | = Advanced tactics = | ||