Ships & Modules

 
  • Topic is locked indefinitely.
2 Pages12Next page
 

Microwarpdrive's vs Afterburners

Author
Gallente Federation
#1 - 2012-08-05 22:41:51 UTC
So I've heard a ton of static between MWD's and AB's, but I want mainly tacklers opinions on the matter (since I'm training to be a tackler myself).

Which is better and why?
#2 - 2012-08-05 23:06:11 UTC  |  Edited by: Bill Serkoff2
It's not always as simple as 'one is better'. If it was like that, one of them wouldn't be in the game.
Microwarpdrives can be very beneficial, in ships with small native signature radius, or ships with a bonus to radius reduction. However, the bloom can sometimes be a huge issue. Interceptors are a good example, since they can fit microwarpdrives without attaining a gigantic signature radius.
Afterburners give a smaller speed boost, but sometimes have the same net effect, since they don't boost signature radius by a great deal - this means that you can zip along at a slower velocity, but be a smaller target.
All-in-all, it's something to consider on a ship-by-ship basis. There's never one choice that always works.

"The Cyclone and the Drake are two ships which will basically never be good for shield tanking, primarily because they have almost no lowslots in addition to shield tanking bonuses. " -Iam Widdershins

Minmatar Republic
#3 - 2012-08-06 00:10:08 UTC
Fit both.

I'm back!

#4 - 2012-08-06 01:09:59 UTC
For tackling, fit both, or if you can only fit one, make it an MWD.
Minmatar Republic
#5 - 2012-08-06 01:15:01 UTC
Also , warp scramblers completely shut off MWD's , while not affecting afterburners , but on the other hand , if you are in scrambler range , you are also in webifier range , which afterburners are much more vulnerable to than MWD's.

Bad posts are not welcome on these forums.  -CCP Falcon

#6 - 2012-08-06 05:29:54 UTC
Depends on your ship, tackle is about being fast so MWD when ever possible.

ABs are more for keeping range once you've landed tackle...
#7 - 2012-08-06 05:56:48 UTC
Veri-Veha wrote:
Which is better and why?


If you need to go somewhere quickly and it doesn't matter to you if you're stuck there (due to being warp scrambled): MWD.

If you want to speed tank, or be able to escap from a scrambling opponent: AB.
Caldari State
#8 - 2012-08-06 06:29:55 UTC
Veri-Veha wrote:
So I've heard a ton of static between MWD's and AB's, but I want mainly tacklers opinions on the matter (since I'm training to be a tackler myself).

Which is better and why?


Neither is better, or rather, it depends on the situation. As a general rule of a thumb, you'll always miss the one you don't have :p

Personally, I usual prefer to use ABs, except if my ship is "in ur face" configuration (such as Blaster Ferox), if I have a heavy kiter (podla Drake) or if I am a dedicated fast tackler (which also means Warp Disruptor, not Scrambler, because I'm there to prevent the target from running until my team gets there, not to actually keep it slow).
#9 - 2012-08-06 08:14:26 UTC
Caitlyn Tufy wrote:

Personally, I usual prefer to use ABs, except if my ship is "in ur face" configuration (such as Blaster Ferox), if I have a heavy kiter (podla Drake) or if I am a dedicated fast tackler (which also means Warp Disruptor, not Scrambler, because I'm there to prevent the target from running until my team gets there, not to actually keep it slow).


Except in plexes where fleet can't warp to you so shutting target 's mwd down would let them catch up with you and finish guy off.

Invalid signature format

#10 - 2012-08-06 08:19:02 UTC  |  Edited by: Aamrr
It really boils down to the tracking formula. You've got two factors that determine whether your guns can apply damage (Range and Tracking). Your choice of propulsion determines which side of that game you want to play.

If you're naturally faster than your opponent, a microwarpdrive will let you dictate the range of the engagement. This is a pretty big advantage, especially if you have longer range (lasers) or more damage (blasters) than your opponent. This is probably best exemplified by the Slicer and Deimos, respectively.

But if you've got a particularly small signature radius and are usually slower than other ships in your class (armored cruisers and logistics come to mind), an afterburner can let you win at the tracking game. Better yet, it lets you do so while saving powergrid, capacitor, and CPU. The Guardian is probably the best example of this.

There are exceptions, but it really comes down to the tracking formula and the relative speed of the ships involved. You'll get a feel for which one's preferable as you get more experience.
Gallente Federation
#11 - 2012-08-06 09:07:18 UTC
Its quite simple, you need a MWD to actually get tackle on people who try to run away.
AB is only a luxury tool when you can use it to gain more tank but a web is more useful in most cases (and takes less PG).
Amarr Empire
#12 - 2012-08-06 09:18:47 UTC  |  Edited by: Takeshi Yamato
MWD is for mobility, AB for signature tanking or dictating range in web range. For tackling, always use a MWD
#13 - 2012-08-07 07:42:33 UTC
Takeshi Yamato wrote:
MWD is for mobility, AB for signature tanking or dictating range in web range. For tackling, always use a MWD

#14 - 2012-08-07 09:12:19 UTC
It depends on what do you want to be, a kiter or a brawler.

If you want to kite your opponent, fit a MWD and a warp disruptor(and take care not to fall into scram range due to yo-yo or loop maneuvers) A slicer, LM crow or rail taranis are an example of this (althout the tharanis is usually fit with dual prop)

If you want to get personal, fit an aft, web and scram. (and take care to learn how to do loop and yo-yo maneuvers to reel kiters) Blaster boats and rocket boats usually fit in there.

Also, there are some ships which work with dual prop (taranis, dramiel, some hookbill fits), so you have the advantages of both, without the drawbacks. But your only tank is usually speed. If you get dual webbed, you are history.

For tackle, get a tackling interceptor (ares, stilleto, raptor...) fit a MWD and a long point. fit close range weapons for defence against drones and if you can, fit some kind of extra tank (MSE or tracking disruptors)

I have most of my kills in raptors and crows, so I can assure you the inty way is a fun one.


Gallente Federation
#15 - 2012-08-07 14:55:37 UTC
Wow, thanks so much for all the feedback.

I realize now that I actually didn't give very much etail to the nature of my question. It wasn't exactly which was better more which was better for what I wanted to do.

So here's what I'm going to want to run and what I'm wanting to do.



I'm wanting to run a Jaguar as a speed tanking/tackler with good combat capabilities. Meaning I can hold my own against someone and not be just a fly to someones face.
A good fitting that someone sent me is:
-High Slots-
3x 150mm Light AutoCannon II
1x 'Malkuth' Rocket Launcher I
-Medium Slots-
1x Gistii B-Type 1MN Afterburner I
1x Faint Epsilon Warp Scrambler I
1x Fleeting Propulsion Inhibitor I
-Low Slots-
1x Damage Control II
1x Nanofiber Internal Structure II
2x Gyrostabilizer II

I'm willing to sacrifice certain things for others but the aspects of my ship that I care about the most are: Speed Tanking, Tackling, and Damaging.

I hope this clarifies the situation a bit more.

I also want to apoligize for my first forum post being so vague and dumb.
Thanks again!
HYDRA RELOADED
#16 - 2012-08-07 15:06:47 UTC
That is a bad fit, for everything, not just tackling.
Gallente Federation
#17 - 2012-08-07 15:11:40 UTC
Michael Harari wrote:
That is a bad fit, for everything, not just tackling.


Would you suggest something more to what I'm wanting then? The gent was just sending me something he had saved. Either that or I got it off some website. Can't quite recall.
Gallente Federation
#18 - 2012-08-10 14:16:54 UTC
Slight bump
Minmatar Republic
#19 - 2012-08-14 08:31:55 UTC
I have never really been a fan of the Jag, wierd slot layout and a strange bonus for a Minny boat, however the Wolf is fantastic.


[Wolf, Rawr]
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Co-Processor II
Micro Auxiliary Power Core I

Faint Warp Disruptor I
Limited 1MN MicroWarpdrive I

280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
[empty high slot]

Small Projectile Collision Accelerator II
Small Polycarbon Engine Housing I

Basically two shots Ceptors, easily takes Sabres and the like.

Go forth and Kite all the things.
#20 - 2012-08-14 22:30:34 UTC  |  Edited by: Lavitakus Bromier
Use both.

I use mwd+disruptor for long point.
I also use ab+scrambler for short point and to mess with dumb mwd that get to close.

Do keep your self to one.
2 Pages12Next page
Forum Jump