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blankseplocked Is it better to use "orbit" or "keep at range" in combat?
 
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Clap
Posted - 2006.08.23 05:09:00 - [1]
 

Is it generally more effective to use the orbit command or "keep at range" command in combat. What are the advantages and disadvantages of each?

Thanks!

smenkhare
Ordord Kaos
Posted - 2006.08.23 05:18:00 - [2]
 

orbit will give you better transverse velocity against turrets

Pesky LaRue
Brotherhood Of Fallen Angels
Etherium Cartel
Posted - 2006.08.23 05:21:00 - [3]
 

keep at range can be very effective when your range is longer than your opponent's, but as the previous poster said, you will get better transversal velocity by orbiting (you can see that stat by right click on your overview and going to SETTINGS and then it's in the columns tab)

Delene
Amarr
InNova Tech Inc
Ethereal Dawn
Posted - 2006.08.23 05:26:00 - [4]
 

You're probably asking for fighting NPCs.

Well, there is no quick answer to that. If you're in a small ship and using small guns (that usually have good tracking), it's better to orbit a bit under your optimal, so that you will get hit less. With bigger guns (and smaller targets) it's better to stay at range, since they have a harder time hitting.

So in short:
Orbit=you get hit less, but you'll hit less as well
Range=you'll hit more, but... you get the idea.

Once you get some experience you'll want to switch to manual navigation anyway.



Maldon Perriera
Posted - 2006.08.23 11:19:00 - [5]
 

manual navigation..do you mean double clicking to go in certain directions? I have tried to do this but it doesn't seem like it works well at all..am I just not good at it?

Benglada
Sebiestor Tribe
Posted - 2006.08.23 11:20:00 - [6]
 

Originally by: Maldon Perriera
manual navigation..do you mean double clicking to go in certain directions? I have tried to do this but it doesn't seem like it works well at all..am I just not good at it?



Takes a lot of practice but in the long range usually works out for the best...

Sharcy
Sonnema
Posted - 2006.08.23 12:17:00 - [7]
 

Originally by: Delene

Orbit=you get hit less, but you'll hit less as well


First part is true, second part is not if you're using missiles Wink

Max Godsnottlingson
Amarr
Max G Storage and Logistics
Posted - 2006.08.23 12:21:00 - [8]
 

The general rule of thumb I use is
Close in ie under 10k, orbit
Long range, what ever the range is that keeps you from being hit then use Keep at range.

As mentioned above, if you us eorbit you will tend to have a higher transversal movement, but if you are using a close in set up your guns should be able to continue tracking OK.

Another attack style I like to use is a slashing attack. Double click on a point of space close to your target, light up the AB and blast through with all guns blazing. Once you get to the optimal range of your weapon, turn about and repeat. Probably not that effective, but fun and impressive to watch at times

Caleb Paine
State War Academy
Posted - 2006.08.23 12:24:00 - [9]
 

but remember to stop orbiting and start 'keep at range' when they use tracking disruptors.

Hex'Caliber
Gallente
Massively Mob
Posted - 2006.08.23 12:36:00 - [10]
 

Edited by: Hex''Caliber on 23/08/2006 12:39:32
If you are using short range weapons like blasters then use orbit, if using long range weapons use keep at range. Orbiting while using rails etc, you can end up causing more aggro in some missions because your orbit takes you too close to a quiet group. In addition, tracking is not so hot with long range weapons and if you are travelling too fast, even at optimal you will miss more often. This is only a general rule of thumb but should suffice until you gain a feel for transversal, tracking, optimal, falloff etc.

If you havenít done so already look at this guide Tracking Guide It is a must read for all new pilots.

Clap
Posted - 2006.08.23 16:24:00 - [11]
 

Originally by: Hex'Caliber
Edited by: Hex''Caliber on 23/08/2006 12:39:32
If you are using short range weapons like blasters then use orbit, if using long range weapons use keep at range. Orbiting while using rails etc, you can end up causing more aggro in some missions because your orbit takes you too close to a quiet group. In addition, tracking is not so hot with long range weapons and if you are travelling too fast, even at optimal you will miss more often. This is only a general rule of thumb but should suffice until you gain a feel for transversal, tracking, optimal, falloff etc.

If you havenít done so already look at this guide Tracking Guide It is a must read for all new pilots.



Wow that tracking guide is awesome. This game has a lot of depth!

Jerringly
Posted - 2006.08.23 17:18:00 - [12]
 

Something else to keep in mind is whether or not you need to make a quick escape. In that situation, you want to stay aligned on a warpable object or safespot. You may have to concede the range to the enemy in order to accomplish that, but if you're taking on a new, harder mission or NPC spawn it may be worth having an almost instant warp speed.

Being aligned is especially important for larger ships like battlecruisers and battleships. Frigates can turn and align fairly quickly, but it can take a long while for a battleship to escape.

The easiest way to align yourself on a warpable object that has an icon is to find the icon in space and double-click near it. Doesn't have to be exact, just near, and it also doesn't matter what angle you have the camera set at. 2/3 speed near the object will put you in warp as fast as you can click the button.


 

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