Warp-Drive Inactive

Recently I conversed with a fellow pirate I met in a shady bar in a grotty system. We discussed our respective ship fitting philosophies and he stated that, although he engages in the same profession as me and my brethren, he rarely fits any type of warp inhibition hardware.

An interesting point (or lack of) I’m sure you’ll agree. His argument; when attacked with enough ferocity, many pilots simply freeze and become incapable of initiating any type of escape plan due to panic. If this were consistent, it would permit the availability of an invaluable mid-slot.

I will attempt to test this theory during my next engagements. It’s dependent greatly on the type of pilot engaged, more experienced prey will be able to cope with the surprise of an attack and remain calm to execute an escape manoeuvre but I'm curious to test the validity in his ideology.

So I wait cloaked for my next victim without a hook, line or sinker and hope that the theory is sound.

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15 comments:

manasi said...

I call BS on the bro. Yes ferocity CAN freeze people but one of the FIRST things people learn how to do is RUN.

I would say it is ignorance not freezing.

As such I ALWAYS use a point.

manasi said...

err BS on that Idea.

Cartoon Boy said...

I ain't tried it yet but it does seem rediculous. I suspect the only situation his method could work is when engaging at point blank range, obscuring the targets warp angle by disrupting their escape vector.

I'm going to try it at least once to satisfy my own curiosity, but I'm sure the result will be one of dissapointment.

Spectre said...

Will that work occasionally? Maybe. Will you get really fucking pissed when 80% of your targets get away in structure because you didn't have a point? Definitely. If you're solo, I would fit a point. If you're in a gang then it becomes a bit more appropriate to start letting some of the pilots bring some other mid-slot mod instead of a redundant point.

That is my opinion at least.

Selina said...

Ditto with what everyone else said. Unless you can nearly pop the person faster than they can react and get into warp, I can't imagine this doin much for your KB. Only thing i see happenin is a waste of isk in ammo. If you're taking on a vet, he'll notice the lack of point and know when to run. If your taking on a newb, unless they really wanted the fight, their first instinct will be to run. Even in a game, unless they go out intending to die, people's natural instinct is to survive.

Wensley said...

Okay, it does work for me in very specific situations. But in order to pull it off you have to reverse the roles. Your victim has to think that they are attacking you and then you alpha strike them. I've been finding this tactic very, very effective against enemy interceptors.

Against heavier ships I'm not so sure. Very, very, very new players might panic and fail to warp but you've probably got a window of just a couple of seconds before they realise. Again I think the key is alpha. If you can take their ship in two, maximum three, volleys then you might be able to pull it off. Anything more than that and they're going to have time to come to their senses.

Mynxee said...

Um, how dumb are you gonna look when you lose a great ransom or kill opportunity because you were depending on your victim to be panic-stricken? Fit the goddam point!

Anonymous said...

As one usually on the receiving end as a dual boxer, I click on a planet or bookmark and hit "warp." If I'm lucky I've already aligned. It really only takes a couple times getting jumped before you start reacting more rationally.

Brennon said...

Shock and Awe doesn't work in internet spaceships. The first thing people do when they see a red they don't know if they can handle is align and warp. There is no freezing or shock involved unless they are AFK. Your friend is a very bad pirate.

Cartoon Boy said...

...and just for the record: IT DOESN'T WORK!

To the one that got away...damn lucky I was duped into testing this stupid idea.

Masada (aka: Curtis) said...

This is true for the new pilot who underestimates the unfriendliness of nullsec. So the question is, what % of random pilots caught in 0.0 are so new as to forget how to run?

In this case you will be ganking mostly T1 ships carrying mundane T1 goods. Maybe you'll get lucky with some T1 blueprints. Or unlucky with a Iteron full of Trit.

In general I think you would still get kills w/o a warp scram, but they would be poor kills. The juicy kills would quickly race off.

Cartoon Boy said...

Indeed. Agreed. Tested with an epic fail.

Westy543 said...

I've lost one ship going into low sec, and that was because my game crashed after I jumped...

Cartoon Boy said...

Lol...

Wensley said...

Masada, like I said above. You can kill some good stuff as long as you make them think you're running away. You'd be amazed how desperate some inties are to hold tackle.