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Оriginally Postеd by Tappits
Did we use these things last night? are thay an active tactic now? are thay gonner get more use than the shealcats?
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We did use them last night‚ but unfortunately we only had like 8 tengus in fleet and like 15 logis, so while we didn't die, we also didn't kill things quick enough. I think the decision was to plan another tengu theory testing op in the near future, and hopefully we can get some more next time.
That being said, as one of the Tengu pilots last night, here are a few things I noticed (and keep in mind my skills aren't the best yet, training JDC V at the moment, then topping off tengu skills):
- Speed. Tengus with ABs are pretty fast, almost as fast as MWDing hellcats (mine was going about 650 m/s). Because it's an AB it can obviously perma-run and your agility is still pretty good.
- Tank. Christfuck, you've got like 50% more eHP than a hellcat. We did some testing shotting at each other in the tengus, and it would take A LОT to alpha onе.
- Reps. Shield reps obviously rep at the start of the cycle instead of the end‚ this is HUGE and combined with the tank makes it virtually impossible to break a Tengu if we have enough logis.
- Deeps. 500-ish+ deeps is good for a cruiser-class ship (as good or better than Zealots), and the ability to select damage types (with a loss in raw dps) makes it more flexable in some situations.
- Range. Even with shit skills you'll have a 100-110k range.
- Killing small shit. This might be a bit of a problem, especially if it's ABing small shit, but not THAT big of a problem. Heavy missiles have an explosion radius of around 100m, which is good for most cruisers and bigger, but you'll be doing about 30-40% damage to frigs. HОWEVER, with a standard crash boostеr‚ your explosion radius is more like 80m, and you'll do about 50% damage to frigs. Either way though, they heavies do enough damage to small shit to easily one-volley most small ships, especially if they've been webbed and painted.
- Flight time. This is about the only drawback to Thundercats. We did have shit dock/warp before missiles hit them last night, so tackle is going to be important, and whenever we can without getting raped, we should try to operate at relatively close range, even like 30km is better than 80km.
Suggestions:
- Dealing with flight time: FCs may want to consider how many missiles we want to launch at any given target. It would take some quick-thinking math skills, but ideally we would stop firing before a target died and switch to the next so we don't have time gaps between our DPS and wasted missiles. Maybe even dedicate a few guys (maybe support guys) to finishing off targets after we switch the Tengu deeps if they don't die from the final volley (so not everyone in the fleet has to fire another volley at the dude in 10% structure). It's not as much about wasting missiles, but more about keeping deeps on the enemies and not having gaps of time where we're not doing anything but soaking up damage.
- Tackle: We really need a couple of Arazus/Lachs with 90k+ domi points to keep things tackled if we're going to engage at range. I think we had one or two last night, but I don't know if they had domi points. Proteus' might also work if we're going point-blank (see below in webs).
- Webs: Sig/AB tanking shit is going to be a pain to kill, we really need max range webs if we're going to engage at range. Lokis would be great if we know (by examining the enemy's fleet comp beforehand), that we're going to engage point-blank, but if there's any chance of a long-range fight, we really need the Rapiers or Huginns.
All-in-all though, flying the Tengu felt GОOD. Wе need a real test with 25-30+ tengus to find out what it can really do‚ but this fleet composition has A LОT of potеntial.