Saturday, January 26, 2013

Some thoughts on range

Engagement Range

This is something that's been on my mind for a couple weeks now that I've been meaning to make into a blog post.

So there's a few ranges engagements tend to fall into. In order of distance, close to far (note that while this is frigate oriented, the criteria for cruisers and above is similar, the ranges adjust to meet the longer ranges on all cruiser/battleship modules save points and webs):

1) Roshambo Range: <500m stationary.

This is where you're attempting to get as close as possible to your target and apply as much DPS as possible, taking max DPS from your opponent, fingers crossed you can destroy your opponent before he can destroy you.

2) LOLtracking Range: Orbit <500m.

This is similar to Roshambo Range except where you're attempting to break the hit quality of your opponent by (preferably) manually orbiting as tight an orbit as you can. Most viable when you have superior tracking, a web and your opponent doesn't have a web. This is preferable for some active tank and nos fits.

3) Small Nos/Neut range: <6000m

This is the range where you're attempting to buy enough time for your nos/neut to do its thing while minimizing incoming turret based DPS, the idea being that if you're running a nos+rep, you lower incoming DPS and outlast your opponent. Similarly with neuts against cap using weapons (hybrids and lasers), turning off your opponents weapons or giving their active tank trouble.

4) Scram range kiting: 6600m-9000m.

Pretty straightforward. Outrange small Nos/Neuts while still being able to apply your own DPS.

5) Warp Disruptor Kiting: 13km-28.8km.

The range on this varies slightly (but significantly) based on the Warp Disruptor fitted. Meta Warp Disruptors are limited to 13-20km/24km (overheated), T2 Warp Disruptors to 13km-24km/28.8km (overheated). Imperial Navy Slicers tend to fall into this category as well as kiting cruisers such as the Shield Rupture and Shield Stabber/Stabber Fleet Issue.

Beyond 28.8km is a skirmish range that generally relies on long range weaponry up to sniper set ups that are at 70km+.

Range Control:

This article would be incomplete without a discussion on range control, or how ships are able to change the engagement range.

Generally speaking, the faster ship, properly flown, is able to dictate the engagement envelope. There are obvious exceptions: a kite fit Imperial Navy Slicer dictates range up to the point where it's scrammed and webbed.

Activating a gate into a FW plex is a crapshoot as to how far away your opponent is and therefore how many range control modules you could be subjected to, be it superior speed, scram, or web.

Now, that range control must be taken in context of your ships gank and tank. In other words, fit a point that suits your weapons engagement range. It's pointless (pun intended) to fit a 24km T2 Warp Disruptor if you're running small autocannons. The exception to this is where you're flying a long point MWD frigate attempted to hold point for your gang, with that fit the short range weapons are suitable for dealing with drones.

Piloting skill:

This is the wildcard factor. Tricks like slingshotting to scram or escape, flying in a straight line to minimize transversal/the effect of TDs, crashing to zero range with an overheated prop mod, all can play a significant role in how an engagement plays out.

I'll be covering the how's and whys in a later blog post.