Allow Dreads to receive logi reps

First off, this is not how tracking works, at all. If you beat someone’s tracking you don’t become immune to damage, you take reduced damage. It’s impossible to reduce the damage taken below 3%, because a small percentage of shots will always hit.

Also what you’re looking at isn’t the tracking, it’s the Weapon Accuracy Score, which is basically a composite of Tracking and Signature resolution.

Beyond that tracking is measures in Radians per Second. Some incredibly basic math tells us that a transversal of 1.0 on a 25,000m radius circle would put the velocity of the ship at r*pi or roughly 78539m/s. Since the fastest I’ve ever seen a Dramiel go with maxed out boosts, deadspace AB, and overheating is less than a third of that I think you might have trouble getting a Titan going that fast.

If your Overview, at any point, showed a Maulus going at 1 rad/sec I can only assume you screwed something up or misread your overview.

Plugging in some actual numbers into the actual tracking formula you end up with a Rev having a WAS of .055 on this fit from Osmium and if you then plug the numbers into the tracking formula against this Hel with an AB going 250m/s (note, I’m advocating for neither of these fits, I just needed numbers for tracking and a Hel with an AB) you end up with an accuracy of 0.97594 which is just below 1 and means your speed tank is hilariously ineffective.

Seriously, fire up Pyfa if you don’t believe me. Plug both of those fits into it, have the Dread shoot the Hel, and post the resulting graph. The only place the Hel out-tracks the Dread is when it’s running around it like a small yappy dog, which is great for 1 vs 1s, but not so great in an actual cap brawl, or even really achievable in practice.

TLDR: Your math is bad and that’s not how tracking works.

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So most stuff are either useless (moving while in siege) or broken (reps while in siege) for dread but what about just slowboating under bastion? Slowboating as in fly but any type of prop mod (MJD, MWD and AB) is unusable?

Cade this is going to sound extremely brown-nosey, but I ■■■■■■■ love your posts on the forums. You are easily one of the most informed people here, with some of the most fact-based posts available.

I felt the need to say that. If ever there was a person on this particular forum to respect, you’d have my vote.

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Have people finally caught on to what I was saying at the very start? This is a person with what appears to be no experience at all in capital warfare crying for changes in an aspect of it that he doesn’t even understand himself - all because he saw a youtube video. He’s done no research into the matter we’re all trying to explain to him yet feels the need to take an opposing stance on the matter. His arguments aren’t even deserving of the time I gave them, let alone anyone else’s.

Gonna bookmark thread in browser for when prop mod HAW Titans and Supers start dropping on grid within the next year and a half.

A year and a half from now, there are lots of things that could change the meta but I have doubt capital warfare will become mobile unless they make FAX mobile too.

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According to this Cade dreads have no tracking issues. So all of us talking about Dread tracking imbalances are all full of s***.

Cade’s math says that dreads are a in a great spot right now!

I don’t understand why anything would be made immobile in 2017 with all this tackle available. Hopefully they make FAX mobile.

I don’t understand why everything has to be mobile.

Honestly. Kitey meta ■■■■■■■■ is boring as ■■■■. You fly around out of range with your tongue out while you lob ■■■■ at them.

Just because the current meta is speed doesn’t mean it will continue, and it doesn’t mean it should continue.

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Making a video of armor blaster fleet tonight over in Curse, with some t3d’s to boost on top of them and hyenas +rapiers to web them. Going to see if it crushes the arty nano cane’s and nano logi they keep lobbing at us. Got all the armor resists to 87% omni on most ships.

I threw about 4 billion into the fleet. If it works I’ll throw 20bil into a tech 2 version of the fleet. Trying to crush the current subcap kitey meta over in curse.

Great thing about those is they’re soft… I’d honestly just start throwing drones at them. 100mn Gilas.

Your intercepters act as drone bunnies, while your RLMLs go after their nano logi.

Titans can still be attacked by Supercarriers, Carriers, Bombers and other Titans. They aren’t IWIN ships, nor would HAW Prop build negate the Supercarrier, Carrier or Bomber dps, it would however negate all non-haw titan/dread dps to negligible, and the HAW dreads would suffer from immobility and range issues.

It’s primarily a gallente fleet, so there’s a lot of drones in it.

The number of seasoned FCs theorycrafting the ever living ■■■■ out of this kind of stuff is probably in the thousands.

If HAW prop titans were actually an effective strategy, they’d be used. There are a lot of corps out there that like to swing their er… titans… around.

Given that one of the biggest threats to a titan is a dread ball, if it was viable it would be used. It could be tested on Sisi with minimal effort.

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No silly, forming the fleet is step one, then you pin the titan down with a few hics and then you warp the dread blobb. 10+ should be enough to one cycle (as in siege cycle) the titan.

Yes 8 gun dreads please with no need for siege.
Class: Manowar

Or I guess 5-6 guns and same setup now with utility slots and a fancy new siege mod

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You know what would be fun? I had the idea for a noctis module that slowly sucks all wrecks in a swirling whirlpool motion. Like a gravity well

Scrap that idea and use it for anti kiting. A module that anchors a ship and uses lots of fuel/cap but it’s a giant grappling tractor beam on all ships. If your in a range after it spools your gonna get sucked or slowed down alot assuming you have a huge amount of speed needed to burn out of the aoe that offsets it’s pull.
Going against the whirlpool slows, going with the flow speeds you up and you can slingshot yourself out of it with practice.

So a star then?

Can I get a new civilian black hole gun too?

That’s because they don’t, they’re designed to shoot caps and they’re really good at shooting caps, it’s kinda what they’re designed for.

The stats on those guns literally have not changed significant since the days when people were using them to blap Cruisers and Battleships. Admittedly Cruisers and Battleships that had been webbed and target painted into a spider holiday tree, but still.

If the only thing people needed to do to make their Supers and Titans immune to Dread-fire was light a prop mod they’d be doing that.

Seriously though, if you want to test this you don’t need a Super or Titan to do so. Throw a prop mod on a Dread or Carrier and go to town, they’ll actually be faster than a Supercarrier with a lower sig radius. Out at 25km you still won’t have more than slight issues hitting with a sieged dread against a smaller and faster cap.

I appreciate the vote of confidence, and thank you for the past callouts on the times where I’ve gotten something rather hilariously wrong :slight_smile:

I actually do understand the argument against stationary sieged dreads. It makes cap combat a rather boring slug-fest. The problem with the “let Dreads move” idea is that it doesn’t really improve matters much. Dreads aren’t terribly fast to start with so you’d basically just be turning a static and boring fight into a slow moving and boring fight.

If we want to see Dread combat made more interesting I’d rather see them stack on a few more mechanics like the armor scripts and the one-off invuln damage control. Stuff that takes concentration and timing and has a fairly significant benefit for getting it right, but without the practical invulnerability that the old combat-refitting offered.

I was in a sense being facetious. It was partially genuine, I hate how mobility basically means you don’t have to take a fight unless you want it. Interceptor gangs for example, utter cancer. You can’t catch them, they can travel very quickly and harass anything they want. When there’s 80 of them, they do plenty of damage.

Dreads are of course still going to be painfully slow, but the idea that not everything needs to kite is the first thing that comes to mind when I think about people wanting dreads to move.

I’m not a dread pilot, so I honestly cannot say what would help or not help to reduce the doldrum of dreads. As someone who shoots at them, I say that their lack of mobility is a cost that would need to be exacted elsewhere if they did get that mobility. I’m not sure that you could do that without impacting their primary role of killing capital ships.