Rix Stealth Fighters
1) Boost2 don't increase speed yoPedowich wrote:QUOTE (Pedowich @ Jul 24 2009, 12:42 PM) Mini3 Belt Ints, if properly flown, can kill a bbr out from 7 nans pretty easy. If you happen to have stolen boost2 its even easier.
2) Yes, they can, because of the magic Dumbfire missiles

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Its the other way around: Boost2 consumes less fuel per second but has the same thrust as Boost1, Boost3 has the same fuel as Boost2 but has more thrust.Pedowich wrote:QUOTE (Pedowich @ Jul 24 2009, 09:13 PM) 1) Don't have ICE here in front of me, but pretty sure Boost2 = increased speed, Boost3 = increased lifetime over Boost2.
Last edited by Xeretov on Sat Jul 25, 2009 1:36 am, edited 1 time in total.
We're also told that you can spike with hunters and sfs, so i guess they missed cd3.phoenix1 wrote:QUOTE (phoenix1 @ Jul 24 2009, 09:11 PM) In fact, the only two ships Cadet suggests spiking bbrs with are df figs and mini3 ints, when really mini3 ints are the WORST spikers.
We're also told we should hardly ever try to spike
ACS grad since 2nd Feb. 2010Here's my point:Pedowich wrote:QUOTE (Pedowich @ Jul 24 2009, 06:13 PM) 2) More because of mass than missiles but the missiles hurt.
Spiking with mini3 ints has to do with having more spikers than nans. Spiking with DF means having 8 df3 missiles hit at about the same time. It's irrelevant how many nans you have on the bbr, if 9 df3 hit that bbr (or heavy bbr, even belters heavy bbr with SH 2 GA) within about a second it does not matter if they have one nan or five nans or thirty nans, that bbr dies because the missiles deal enough damage to take it from full health to 0.
With tac, it's 5 killer 2. With rixian it's (x) number of combat drones. With TF it's nothing, yet their lead indicators mean that all pilots can pick off nans very easily.
Please note that these figures are with med shield 2 up and at full. Gat fire helps... a lot, because a) it can lower the shields, and b) helps keep the nans from overcoming any bad timing.
In fact, I would say that the best spiking would be four heavy scouts: one to drop prox, three to pump it with gat fire and QL DF3, launching 12 df3 while the nans get oriented while pummeling the ship with gat3, and eventually the fourth heavy scout turns about and starts firing into it.
Edit:
Spiking is for when you have enough good pilots who are coordinated. In other words, when you've got a squadgame going.
Last edited by zombywoof on Sat Jul 25, 2009 7:54 am, edited 1 time in total.

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
QUOTE Spiking with mini3 ints has to do with having more spikers than nans[/quote]
Not exactly since its more of using the human missile then the dumbfires. Since the regular bomber has 800 hull (spiking a heavy could be a different story) and the heavy interceptor has 750 hull (average faction has about 0.9 to 0.95ish hull while belts have 1.05 multiplier) so if the shields are down before the interceptor reaches the target of it's one way mission, it would theoretically succeed with just the one interceptor (the belt heavy has about 75% of the mass of a regular bomber IIRC). Of course this is assuming that the interceptor has room to accelerate (which won't happen directly at the aleph) and manages to hit. Then again if you have heavy interceptors and an eyed bomber that you have time to gather at the aleph for, relying on a low chance spike (against bomber pilots who know how to dodge) is a bit silly when you could send their whole bomb crew back in pods instead.
Anyways, this post was totally irrelevent to the topic of the thread XD
Not exactly since its more of using the human missile then the dumbfires. Since the regular bomber has 800 hull (spiking a heavy could be a different story) and the heavy interceptor has 750 hull (average faction has about 0.9 to 0.95ish hull while belts have 1.05 multiplier) so if the shields are down before the interceptor reaches the target of it's one way mission, it would theoretically succeed with just the one interceptor (the belt heavy has about 75% of the mass of a regular bomber IIRC). Of course this is assuming that the interceptor has room to accelerate (which won't happen directly at the aleph) and manages to hit. Then again if you have heavy interceptors and an eyed bomber that you have time to gather at the aleph for, relying on a low chance spike (against bomber pilots who know how to dodge) is a bit silly when you could send their whole bomb crew back in pods instead.
Anyways, this post was totally irrelevent to the topic of the thread XD
Last edited by ImANewbie on Sat Jul 25, 2009 9:19 pm, edited 1 time in total.
I don't understand... combat drone 3 does something like 15 damage per second using the missile/sniper type modifier.
15 dps
unless there's a good deal of of them deployed and active, the scouts can just crossnan whatever damage is dealt by them.
They lack the sudden punch that hunters provide that can kill a shieldless scout in one hit.
15 dps
unless there's a good deal of of them deployed and active, the scouts can just crossnan whatever damage is dealt by them.
They lack the sudden punch that hunters provide that can kill a shieldless scout in one hit.
Weylin, the idea is that you have 4 CD3 using your KB to hit a scout.

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.