IB: Pulse probes useful for miner D?

Tactical advice, How-to, Post-mortem, etc.
BackTrak
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Post by BackTrak »

You should know before reading further:

I AM A CERTIFIED MORON.
I also have many other issues, including paragraph formatting, lack of grammer control, poor spelling skills, a love of run on sentences, and a general abundance of comma splice mania.

Now that we have that out of the way, let's get on with the discussion.


Originally appearing in the cc_02 thread (and this discussion doesn't really belong there anymore):

Lykourgos wrote:QUOTE (Lykourgos @ Jun 20 2008, 12:42 PM) An interceptor alone on miner D should not be defenseless against an SF.
BackTrak wrote:QUOTE (BackTrak @ Jun 20 2008, 04:02 PM) I don't think PPs make THAT big of a difference for miner d. You're going to stay near the miner, so the miner will eye the SF for you. Otherwise, get behind a rock and wait for the SF to come to the miner. PPs are good for running down stealths tho, but after I chase one down, I'm usually out of PPs.

Currently, one PP is the standard loadout, and that makes ints really great for hitting miners. Seems like it's more of an offense capibility for ints where if PPs were scout only then it would be more for deprobing and defense.
Correct wrote:QUOTE (Correct @ Jun 20 2008, 04:20 PM) Then you are a moron.
IB is of course correct.

He doesn't unfortunatly, tell me why I'm wrong though. I feel that maybe I need to clarify what I wrote: PPs don't make THAT big a difference when dropping from ints when the int is on miner D. If I have two in cargo and I get eyed with no visible enemy around and then a missle comes, I can: boost to it, and drop a PP, and maybe catch a glimpse of the SF before it drops missles and hides. At that point, one of two things happens: His buddy kills the miner I am now 2k away from, or I drop my last probe for another 5 second glimpse and hope not to blow too much fuel trying to run him down. If I have 3 PPs, then I probably burn up all my fuel on this ONE sf. If there is more than one at any given time, then the miner is dead.

However, if I had no PPs at all on my int, and I just sat on the miner and ducked LRMs (hopefully not hunt3) for a bit, I may have a chance at saving the miner from multiple SFs, and certianly have a good chance of saving vs one SF.

IB, if you wouldn't mine, please give me some tips to tell me how to make better use of PPs with a solo int. Tell me a better defense strategy could be made in this situation. I mean, get a scout to help would be great, PP dropping scout would be awesome, multiple ints would help a lot, etc. I'm just looking for how PPs dropping from an int really make a big bonus for miner D.

SB camping at the aelph: yes.
Miner Offense: yes.
Deproping for miners: yes.

SF defense: Not really??

Tell me I'm missing something here.
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TheBored
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Post by TheBored »

Next person who posts gets to decide: Gameplay or Rants. I await your decision.

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
Correct
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Post by Correct »

Sounds ranty, little tl;dr.
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.

People just take stuff too seriously I think. Except IB, of course.
SaiSoma
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Post by SaiSoma »

If you have multiple sfs and no nan with you, you're in trouble, perhaps . ..

The sfs usually close to use utils, and they usually close fast. Having that pp can give you enough time to kill the sf while he's at 1k and then boost to the other sf which should be less then 1.5k even if he approached from 180 degrees since he will continue closing on the miner. If you have one decent nan, the miner should be fine, even against 3 sfs unless they have hunt3 and the miner is basic. This is all assuming you can aim that is . heh.

They key is knowing WHEN to drop the pp. Don't drop as long as you can see where the hunts are coming from. Drop when you are close enough that you can kill the sf only burning one pp. Again, this assumes you can aim.

Now, someone can tell me how stupid I am, and I will bullheadedly continue to believe that I am not.!!
TheBored
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Post by TheBored »

Rants it goes, enjoy Spidey!

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
Darkcomet
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Post by Darkcomet »

Rants.

EDIT: Bloody ninjas.
Last edited by Darkcomet on Mon Jun 23, 2008 8:51 pm, edited 1 time in total.
"I have returned. Everyone rejoice."
Correct
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Post by Correct »

If you are on miner d vs sfs you should have more than 2 pps loaded. My normal cargo loadout for anti stealth is 3/4 pps 2/1 fuel. You really don't need a lot of ammo to pod a sf. As soon as you see a sf missile you can hunt down and kill any sf with this loadout, except maybe a bios hvy cloak sf. With no pps you are left sitting around taking hunters till you die. PPs help massively to keep miners alive in pickup games. Any comm who doesn't get pps should be mutinied and booted.
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.

People just take stuff too seriously I think. Except IB, of course.
BackTrak
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Post by BackTrak »

SaiSoma wrote:QUOTE (SaiSoma @ Jun 23 2008, 03:50 PM) If you have multiple sfs and no nan with you, you're in trouble, perhaps . ..

The sfs usually close to use utils, and they usually close fast. Having that pp can give you enough time to kill the sf while he's at 1k and then boost to the other sf which should be less then 1.5k even if he approached from 180 degrees since he will continue closing on the miner. If you have one decent nan, the miner should be fine, even against 3 sfs unless they have hunt3 and the miner is basic. This is all assuming you can aim that is . heh.

They key is knowing WHEN to drop the pp. Don't drop as long as you can see where the hunts are coming from. Drop when you are close enough that you can kill the sf only burning one pp. Again, this assumes you can aim.

Now, someone can tell me how stupid I am, and I will bullheadedly continue to believe that I am not.!!
Sai, I may be foggy here, but wouldn't the miner see an SF with missles up at around 1k anyway? And, for an 88 sig int, you wouldn't know SFs are even seeing you unless they are around 2.5k? Regardless, if you have one SF, there will probably be more along shortly. You'd have to boost back and forth for more probes after every defense. I would argue that sitting on the miner until the SFs are close enough to get eyed would use less fuel, and destroy both sfs. Two or less SFs would have to util it down, hunters won't kill miners quickly enough for most people.
From my experiance, most people are committed to the run on the pilot before the int is even seen, and follow through and get podded. I usually only play pickup games, so it may be different for squad games.

Edit: IB commented while I was writing this.
Last edited by BackTrak on Mon Jun 23, 2008 9:18 pm, edited 1 time in total.
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Correct
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Post by Correct »

BackTrak wrote:QUOTE (BackTrak @ Jun 23 2008, 02:17 PM) Sai, I may be foggy here, but wouldn't the miner see an SF with missles up at around 1k anyway?
You don't actually have to have missiles up 1k away. You can lob 2 hunts at the miner uneyed with cloak on then unload the missiles, then make a run at the miner cloaked and decloak/utl when in range, decent int will probably kill you when the miner is down to about 50% hull, voob int, miner probably dies. 2 sfs the miner is screwed.
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.

People just take stuff too seriously I think. Except IB, of course.
BackTrak
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Post by BackTrak »

Correct wrote:QUOTE (Correct @ Jun 23 2008, 03:56 PM) If you are on miner d vs sfs you should have more than 2 pps loaded. My normal cargo loadout for anti stealth is 3/4 pps 2/1 fuel. You really don't need a lot of ammo to pod a sf. As soon as you see a sf missile you can hunt down and kill any sf with this loadout, except maybe a bios hvy cloak sf. With no pps you are left sitting around taking hunters till you die. PPs help massively to keep miners alive in pickup games. Any comm who doesn't get pps should be mutinied and booted.
I see what you are saying, that's good info. Every time I leave the miner to follow one SF, another is always there to whack the miner as soon as I'm out of range... With one or two fuels, if the miner is enh/adv/dreg it will get pounded on it's way back while you plod along far behind? I agree, you should have 2-3 people on miner D but in most PU games, it's usually just one or none unless the miners are actually being attacked. You're going to need a miracle if you are trying to defend it with one or two fuels in a sector with a ref. (Assuming a standard PU team with average skills and 3-4 above average players). My loadout here would be 4 fuels / 1 ammo / 1 PP (if available).

To illustrate my point, it's very possible to defend miners as sup vs tac and the scan range on figs is not all that much better vs an int. The scan range on the miners is much better than both ints or figs. I haven't seen a lot of complaints that it's impossible to deal with SFs with sup.
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