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Countermeasures

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Countermeasures
Offline MrHeadphones
07-17-2009, 12:35 PM,
#31
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Posts: 486
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I honestly can't see why everyone says CMs are useless. In my experience, when people start CM spamming there's practically nothing I can do. I've used over 20 train CDs in some cases with absolutely no effect, and the person who I'm trying to CD has just flown off without a care in the world.
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Offline Stoat
07-17-2009, 01:16 PM,
#32
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Posts: 2,133
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I have a hate/hate relationship with CMs.

When I use them, I find that they are bleeding useless. The most recent example of which was running from 2 GBs, both heavily launching CDs. I got through probably 20 in getting into cruise successfully, then, while in cruise, I was CD'd even though I dropped about 20 more. It is extremely frustrating that I can launch so many CMs and yet I know I might as well not bother 'cos I'll get CD'd eventually anyway, even if I get into cruise.

When I'm firing a CD on a fleeing target, I find they get away about 70 % of the time. This is irrespective of the ship they are flying, or the CMs they are using, or how much I spam the CDs.

:angry:

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Offline Zeb Harley
07-17-2009, 02:21 PM,
#33
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Posts: 645
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' Wrote:Either way, it's frustrating. I don't mind being brought to a halt sometimes, but every time? That's a bit much. The idea of making the flares fire out to the side, and making them go faster might help, that way, they're further from the ship when the CD or other projectile hits it.

I understand what some are saying about them still being effective against missiles, but fending off a hostile CD is definitely a useful function. It's clearly an intentional one, too, since they're the only thing that'll fire while in cruise.

Just as Jinx said: it is not enough to drop a CM to not be hit by a CD.

Train CDs (which are commonly used by pirates) have a big blast radius and move very fast. If they hit a CM, the blast moves into the same direction as the CD did before.

This creates something like a sharp pointed triangle with the sharp point at the position of the CM and the base at the position where the blast finally ends.

The only thing you need to do now is: keep your engine out of this triangle.

You will be hit by the blast if the CD comes flying from behind you.

You will also be hit by the cd directly if the CD comes flying from straight ahead.

The best thing you can do is: keep your ship flying at a right angle to your opponent.

If you have a fighter, you can do the evasive maneuvre at the moment you hear your CM being thrown out. There's still enough time.

If you have a trader up to Firefly-size, you have to be at an angular course BEFORE the CD is fired, since your ship is too heavy to change the course fast enough.

If you have any even heavier ship, CMs are only useful if the CD is fired from a long distance. This is where the Heavy CM Launcher comes into effect:

The effective range of that launcher is greater, so the CMs are thrown out when the CD is still (I think) 1.5k away from your ship. This keeps your ship well out of the blast-triangle, but only if the CD is fired from a distance.

' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.

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Offline Jinx
07-17-2009, 02:36 PM, (This post was last modified: 07-17-2009, 02:47 PM by Jinx.)
#34
skipasmiður
Posts: 7,685
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and again - its really ship related....

recently there were 2 corsair GBs trying to stop my whale.

they spammed their TCDs over and over - but no chance, ever. i used up 25 CMs - the blast wehre the CM ( enhanced CM ) hit the train CD ( they were around 2k behind me - both at cruise speed, they were E-killing ) was so much behind me that i never even expected they could stop me.

my CMs are set to automatic. - since the whale has no weapons, there s no trouble dropping one when i m firing other weapons, so i can set them on auto. - and the computre has a very good reaction, the very instant a missile is locked on, it drops a CM.

my enh CMs with an effectiveness of 85% caught everything. - these two gunboats tried half way through o-47 and up to lancarote in 49 - i guess they wasted a good part of their TCD on me, too.

CMs are useful, just not equally useful on all ships, mind. ( and yes, when i hardpointed the whale, i made sure that its only defense was placed in a way that it would actually work )

edit:

on that note ... - the CMs work fine. - it is really about the ship ( engine hardpoints ) the ships size / shape and the CM location. - but don t you ever believe that we re not aware of that. - hardpoints are placed ... sometimes randomly, sometimes in bad places with AN INTENT - sometimes in optimal places.

that ensures that - for example a gunboat with 6 turrets is NOT equal to another gunboat with 6 turrets. - one might be more offensive, one more defensive. - one has poor turrets for aiming, but excellent CM locations and is hard to CD. - another is much easier to aim ( like all turrets bunched in the center place ) - but poor CM qualities, no matter what CM you attach.

sometimes its random ( admittedly ) - but sometimes, we make ships worse .... to have room to have better ships:

- i could have placed all the turrets on the zoner juggernaut in its centerspine - that would have allowed very precise aiming, even with the ships size and would have protected the turrets from blast damage much better. - but half of them are located at the nose - around 1000 meters from the center making aiming at anything straight in front of the ship a pain. - these turrets mess up the computers aiming asstance big time. there are there with only this one intention ... to mess up aiming.

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Offline Enojado
07-19-2009, 11:33 AM,
#35
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Posts: 657
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Maybe everyone that has got some complaint about the cruisedisruptor make another thread for it. The CM does it's job right. Repelling missiles when you know how to use it.

The CM's are highly effective against the lolwutting missile spamming crowd. However a properly fired missile is still undodgeable so theres still skill involved in using either.

Nothing wrong with them... keep moving people.

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Offline reavengitair
07-19-2009, 12:06 PM,
#36
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Note its useful against MISSILES not CMs
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Offline Weedalot
07-19-2009, 01:47 PM,
#37
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Posts: 2,364
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' Wrote:But CMs are extremely good against missiles.
With CDs it's harder because of their large explosion radius.

IMO - CMs are primarily anti-missile, not anti-disruptor.
yep basically right.
Its more against missiles than CD's but it works against CD's as well

♠ Because we can ♠
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Offline Riles
07-19-2009, 08:02 PM,
#38
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Posts: 47
Threads: 1
Joined: Jul 2007

In the end I took off the CM on my pirate transport since it was absolutely worthless trying to evade CDs, and only added to my repair bills. It couldn't stop a CD from 3 km out.

You'd think the Liberty Rogues would have enough experience dodging the police to be able to better position counter measures.;)
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Offline reavengitair
07-20-2009, 01:06 AM,
#39
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Im going to put my CM back on...
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Offline Fletcher
07-20-2009, 02:06 AM, (This post was last modified: 07-20-2009, 02:09 AM by Fletcher.)
#40
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Joined: Apr 2008

*Not reading this many pages for my short post*

CM's, they work. Always have on my end. When pirates launch CD's against Train's and above, fire them, and dive like no tomorrow, get your ship as far from that CM as possible, less risk of being caught in the explosion radius. Leaving your engines running, or charging up. Its very effective for me.

Against missiles, drop and burn, always, always get clear of the CM's to maximise chances of evasion.

That, has, and nearly always worked for me. I am very very rarely hit with missiles unless I'm in my Upholder.

EDIT: For transport class ships, the CM is at a perfect rear, spread the CM's, don't just leave a line, the missile is STILL going to hit you due to the trajectory, turn your rear away at all times, but keep dispensing. This is VERY true for Train's, they turn near the front, making the rear swing like bat, swing the rear away to evade the blast.

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