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Aphrodites

Using Micro Jump Drives To Move DPS Around?

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Usually the far ships are taken care of by the snipers, but this might mean a lack of DPS in tower bashes, or simply lack of fleet ship unity, which would sometimes cause lack of ships. As I see it, they are almost always 100 km away from the DPSes, which would mean if a special group of DPS would use MJDs to jump towards the far enemies it will replace snipers. After the group has been cleared they would jump back and continue with the rest of the fleet (since they do not have microwarpdrives they can jump the opposite direction, then warp directly to the anchor). They can be the new "snipers". With TCRCs a mobile depot could be placed at the end of the last site at the gate to the TCRC, where all the DPS could refit to MWDs and kill the dangerous enemy ships.

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MJD is not a terrible idea in some cases in incursions. Problem is with the thousands of newbros WTM has its really hard to implement, let alone doctrine it. Also even experienced pilots screw it up sometimes.
Another thing is that as a shield fleet mid slots are really precious, so need to think about the mod, if its really worth it.

All in all: yeah MJD is an idea, but i personally dont have a clue how to actually use it for WTM.

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I could see a couple problems with this, one of them being that 3m reactivation timer. If your fleet is already being efficient then you're isolating those ships for 3 minutes and can actually likely harm how well the fleet is doing. Plus, the dangerous ships in a TCRC are already on top of the fleet by the time everyone is in. The only time the outlying ships are dangerous is during periods of high influence, at which point some yulais would be popped to reduce the incoming DPS. Otherwise it's a waste of applied DPS, when they could be focusing on the tower and let the actual sniper ships deal with it. The longer a TCRC takes the more dangerous it becomes.

Ships that spawn that far away burn towards us anyways because they're going to move within their own optimal of the primary, so you're going to be stranding those "snipers" out at the spawn points.

 

And as niki said, even experienced people can mess a MJD up, and a critical mass of failed MJDs....well, you get the idea.

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Unfortunately, you wouldn't be able to MJD in the other direction then warp to anchor, cause you'd get the natural phenomena error. You'd have to slowboat it back or wait till the MJD was ready again. It *could* work if there were some pilots who were the core MJDers, but it would require a fair bit of co-ordination and they'd have to be on at the same time.

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the only ships that could "jump out and back" readily are the marauders... they have about a 55 sec reactivation timer on the MJD, that being said the marauder that could work but its taking away a precious mid is the paladin which is an extremely skill intensive ship (all the skills for it need to be maxed out for it to even compete with the NM in our fleets). done right a MJD can be used by the snipers to get to their anchors really really fast but there is a lot of complications that can arise very fast and cause all sorts of other issues.  personally I'ld love to see a fleet that the pilots could coordinate properly to use the MJD every single time...but how can that be if you have pilots that can't even shoot tags in order, let alone follow the fc instructions when they need to follow them over the tag order? not to mention how many leeroy gates, etc...

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I'm sure our jumptac nms have found out by now that in nrf the first couple anchor spots are about 100km from the beacon. And from 3rd wave to last wave sniper spawns another 100km. ;)

Not really a game changer in a fleet aspect but nice on cap usage when you only got the 1 transfer. 

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