TBH yesterday's match of Shadow cartel vs Suddenly Spaceships reminded me of that fight. As much gallente gank as possible vs a team thats set up to handle a far more balanced aproach.
"WE WILL USE SPELS" - Lee Chanka
PL doesn't really do split race teams ever, idk if you noticed, any ECM you ended up facing is magnified in its usefulness against you for every race you add in, because no ECM team handicaps itself by only having one jammer type.
Ideally a different team should have been fielded but we'll see whats doin Saturday, its not quite done yet.
I like that all these other teams are doing so very well, its not the same teams over and over and over year after year (even if its the same pilots in different configurations).
The 2 Vindi 4 Enyo 4 Ishkur team would have won quite handily, but the team we fielded was quite versatile; it's hard to theorycraft your way around 72km webs. We went for versatility, it hit a pretty decent counter, and woop woop flagship down. There is no doubt I am disappointed in the result, I'd have much preferred a win, but it sets next week up to end on a highnote. With so few teams fighting to get in, Saturday is going to end with a bang in Group H
True, I have raped history, but it has produced some beautiful offspring
I'm surprised you worked in a flagship at all. Its so rare that the top-tier teams bother with them.
[SIGPIC][/SIGPIC]
I really don't like any double bhaalgorn team. They seem to the lack the damage output. Especially against the double vindicator and Minmatar rush teams. I do like a single bhaalgorn as a added e-war platform but with all the DPS setups that are being used making your damage/ewar platform a target seems rather bad. Also ASBs are horrible broken in the AT format. It makes neuting not as bad as it could have been and just gives shield tanking a pretty big boost over armor tanking. Those malices tho are pretty mean little things. Shame they are so expensive.
Holy shit that PL flagship was pimped 2tm ;D
PGL mate, no need to get bitter. We know HUN and we know they can deliver. Still, I'm new to this game so I feel excused for noticing them hand your asses to you.
And then, seeing PL being handed their asses to them makes everyone else excused from everything. WTB Malice!
EDIT: No troll: would Vangels do any better?
I feel like, with all those malices, the PL team would have benefited from a more dps orientated ship and had the flagship bhaalgorn have an extra neut or two. I want to say vindicator, but in sticking to amarr ships I dunno.
If they could've burned those sleipnirs down quicker it would have been a totally different match. But hey, I'm pretty bad at eve so vOv
http://www.youtube.com/watch?v=2PYVw-D3b-s
I love the enthusiasm
[SIGPIC][/SIGPIC]
PL: making soundwave say "fucking" on eve-tv :3
also i p sure i heard MBIII say he was gonna cum when i watched it live
Well if you field 140B you ain't tight!![]()
Is there a video of the dancing up? I missed it and I'm kinda sad about that.
Somehow I'm not surprised that Soundwave is the only guy on that stage who even remotely knows how to dance
Also in handy gif format http://www.picwizz.com/i/26090-7406.gif
The dancing was the best part of the tournament.
If everyone doesn't plusrep Frabba then there is no justice in this world.
Spaceship friends don't let other spaceship friends madpost.
You did well. No one expects you to win all the time. Frankly, seeing you lose was a joy for me. Not because I hate you *lol*, but because it gets boring fast when the same team always win. Then something is wrong. It was just right as rain. You should not think about it, but only think about the next match and the opponent. And who knows what this win of team Rote Kapelle does to the ego of their entire alliance ...
Curious to see the Reactive Armor Hardener fielded on the Bhaalgorns. What's the thought process behind that and probably more importantly what's the potential for the module both on TQ and in the AT?
There's nothing worse than having a good idea for a post not being good enough to pull it off :negative:
Lmao, this "oldguard" snigg dude is p mad.
Originally Posted by Romale
Helios Black - Origin. - Black Legion.
[SIGPIC][/SIGPIC]
why do i read that with an emoish voice in my head?
[SIZE=1]People are like slinkies. Generally useless but entertaining when you push them down stairs.[/SIZE]
First do you need to understand how the module works. In case you do not:
It has got a resistance of 15% for all damage types and it only gets a stacking penalty in combination with a DCU. It does not affect the other resistance module's stacking penalties. This means that when you stack several EANM IIs and end up with an increase of less than 15% for all damage types on your last EANM II, then you already have a (mathematical) advantage from fitting it.
Each time it cycles does the module look at the incoming damage, and from what I have read is it the damage after all other resistances have been applied, and takes off a 1%-resistance of the two weakest damage types and adds it to the highest two damage types. Assuming you get hit by blasters will it shift the resistance over time from 15%/15%/15%/15% to something like 0%/35%/25%/0%. So it is theoretically quite smart in adjusting your tank to provide the best resistances if, and only if, you receive the same mix of damage types over and over again. However, it does have an issue that CCP said they will look into, and that is that it can happen for the module to lock itself into a 30%/30% resistance combination and with the other two at 0%. So even if it should adjust to something like 0%/25%/35%/0% when hit by blasters will it fail to do so, because it only takes 1% off the two weaker (or not existing) damage types and therefore gets stuck at a 30%/30%, and because the other two are at 0%. People have however tested it and it is capable in certain situations not to lock itself in and to adjust to a setting like 50%/5%/5%/0%.
The effectiveness of this hardener depends entirely on the speed at which it can adapt to the damage pattern. With an initial cycle time of 10s will it take 150s for it to go from 15%/15%/15%/15% to i.e. 30%/30%/0%/0%. A skill allows you to decrease the cycle time down to 5s and with overloading (-15%) can one get it down to 4.25s. It then needs at best 191.25 or a bit more than 3 minutes to go from 15% to a full, unpenalized 60% resistance.
To reset the module do you only need to turn it off and on again, and it will start with 15%/15%/15%/15%. It is also capable to change from 25%/35%/0%/0% to something like 0%/0%/10%/50% when the incoming damage pattern changes and you give it enough time to adjust.
It is not very useful for mission runners. If you fit 2x Kinetic Hardener II on a Gallente T1 ship and get 88% resistance (i.e. against Guristas) or if you fit 1x Kinetic Hardener II and 1x Reactive Hardener I to get 90% resistance makes only a 2% difference. Then there is the delay for it to adjust, the increased cap usage and the chance for it to get locked in a non-ideal 30%/30% setting, which makes an active hardener combination at least equal if not better.
It is however useful for some PvP and when you cannot refit your hardeners. It has little or no use on a frigate, because of the time it needs as well as its cap usage. And you do not use it as the only armor tanking module but in combination with others where it has a good chance of hardening your tank against fixed and (slowly) changing damage patterns. You can think of it as an active hardener with a script for the damage type, but with the module selecting the right script for you and in the right amounts. I would say it is even better than a scriptable hardener, because it would need time for a player to change the script and one can easily select the wrong script, too.
Some have said that it could be out smarted by good PvPers, to shoot at you with one damage pattern for some time, to make it shift as well as to create a resistance hole, and then to change the ammo to a different pattern and to hit the resistance hole. But this technique requires you to know that your opponent is using the module and it also takes a bit of time to do this. I doubt that too many PvPers will actually do this unless they are shooting for hours at a super cap.
END OF WALL
Different situations. The 150sec quote is going from 15/15/15/15 to 30/30/0/0. The 191sec quote is going from 15/15/15/15 to 60/0/0/0.
The fact that it stacks with DCU makes figuring out its actual value... weird. I actually only use this module on Triage carriers (reactive+INEANM instead of 2xIN EANM).
they make a lot of sence to fit as a replacer for the eanm in a 2 eanm+dcu fit as long as you arent allowed to fit faction/deadspace eanm in my head. in a tourney setting its no ofteen a battleship get insta vollyed down either, not sure how long he lasted(the flagship bhaal) but I would guess 1-2min without checking a replay of the vid again.
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"God created the world in seven days, in a smaller, but no less impressive gesture, I destroyed HTA in 5"
Grath
Mr Blue / Twisted girl /Stripperella - SNIGG - PL
And do not take those 191s serious. It is with overloading and I doubt it can be overloaded for this long.
Players might also start switching their setups to be using a different race for tackle and for DPS. You will easily out smart it each time you use a blaster-fit Taranis for tackle and have a Slepnir move in after 2 minutes to hit into the explosive resistance whole the Taranis will have created with its blasters. So it has a chance to fail even when others do not plan for it simply because it is not a uncommon setup to have ships of different races. A pilot needs to know about its mechanic and have to turn it off and on again every now and then.
The new module is not anywhere as useful as the Ancillary Shield Boosters. It is new, it is interesting, but one needs to give it a lot of time first to come to a proper conclusion. So far have I heard players only say that it is good.
the more hit points the defended ship has basically the better that mod is for it
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