whatever you do in a fight, - you must NOT cruise, no matter what. the second you cruise you are retreating. - one single shot on the other person is to be considered re-engagement. when you cruise, you cruise OUT OF the system.
we had the situation with fighters against slower ships - and the general answer was "tough luck". a gunboat cannot thrust as fast as a fighter. and a fighter can fly more than twice as fast as a battleship. a fighter is considered retreated when he left the sensor range, in terms of thrusted away.
shield running happens in various situations and is widely accepted. whenever two ships attack one, you can be sure that the two ships will take turns in shield running. and thats accepted - when a ships shields is low, it usually falls back to regenerate while the other one leads the attack. - so shield running is accepted and allowed in the circumstances ( and the general answer from the community is : "dont fly alone" )
so when a single gunboat is attacked by a fighter - it brings enough firepower and protection to deal with the fighter - but it won t bring enough flexibility to finish the fighter off unless he breaks the rules.
whoever cruises first looses the fight <--- thats the easy rule, and there is absolutely no discussion about how much this is logical or not. if someone feels nasty that day - the one that cruises to catch up and resume firing on the target can be reported.
No cruise by any means. If you can't catch a fighter with a GB, too bad.
Get a fighter and chase him.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
Meh. Some people abuse that. Like you're flying a cap, and I'm coming with a bomber. I shoot a few novas at you, my shield fails, I thrust at 5-6k, then I come back with the shield recharged. And I'll do that until either one of us dies or we get bored and fly in opposite directions.
Really, I have no problems with caps cruising to catch up with my puny fighter, but imho it's yet one more un-needed rule.
a gb/cruiser is on e-kill thrust in one direction.... sure in a bomber you go at 200 while he goes at 140.. so you can still shoot at him.... but when I'm defending an area what's the point to chase him like this?
I usually just stop .... then I think he has to turn around in order not to leave the battle.
@Edge... I'd say you have to stay in range of yours and his guns... which is 2k.
Igiss says: Martin, you give them a finger, they bite off your arm.
when 2k is the range to consider "being in a battle" you can often forget about most bombers - or report/sanction them for re-engaging. - you easily drift 2k away. - and when the capital ship pilot is in a bad mood, he could just SS the bomber being a little over 2k away and coming back --> re-engaging.
i think a battle should be 10k. because you can only fly 10k from your target on purpose. - that means aswell that if a capital fights multiple enemies, that each one that leaves those 10k is considered retreatet, even if other members of the group are still engaged. - when it comes to re-engaging, every ship is a single unit.
but 2k.... no way. the zoner juggernaut is 2k long ...... allmost
It makes capships less mobile than fighters/bombers, and thats the way it should be. A bomber should be able to strike at will and keep out of range until ready to strike without getting sanctioned.
If a capship has a problem with that... well, bring fighter escort. The rules as they are limit the tactical flexibility of capships, and I like it.
John Johnson - Master of Synth.Foods-Convoy|049
Hans Adler - Synth Foods escort wing
I'd say 4k, as that is scanning range for IDs. It gives room for bombers to manouver, and allows capitals to blast each other at range.
Edge, you only need to be 2k away from the capital to dodge its fire. If its a cruiser/battleship, you can also sit there strafing and supernovaing. That's legal, and won't result in any "you fled!" reports.
Quote:No cruise by any means. If you can't catch a fighter with a GB, too bad.
Get a fighter and chase him.
I must concur with Chopper's statement, this clearly sums up the cruise rule.
' Wrote:when 2k is the range to consider "being in a battle" you can often forget about most bombers - or report/sanction them for re-engaging. - you easily drift 2k away. - and when the capital ship pilot is in a bad mood, he could just SS the bomber being a little over 2k away and coming back --> re-engaging.
i think a battle should be 10k. because you can only fly 10k from your target on purpose. - that means aswell that if a capital fights multiple enemies, that each one that leaves those 10k is considered retreatet, even if other members of the group are still engaged. - when it comes to re-engaging, every ship is a single unit.
but 2k.... no way. the zoner juggernaut is 2k long ...... allmost
Well, but then, at 2k, he's still in my weapons range. So you see... another reason for which that rule should be disbanded. If caps chase you with cruise, it's against the rules. If you get out of my weapons range, it's re-engaging. Pretty vague imho...
If someone engages me when I'm in a capship and they fly outside my weapon range I will type into system chat something along the lines of 'better luck next time' (screenshot will be taken of both the chat and the player being outside my range) and carry on with whatever I was doing before they interrupted me.
If they comeback and start firing then they will be reported for re-engaging (the second screenshot will show them firing on me).
I'm playing on the server to RP, not to fight people, nor am I here for people to shoot at or try and kill my characters for bragging rights. If killing other players because you can, for bragging rights or just because your bored is what you want to do then find a PvP server.