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Thread: Countering Tornados a.k.a. welcome to metagaming~

  1. #1
    Ruri's Avatar
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    Countering Tornados a.k.a. welcome to metagaming~

    Quote Originally Posted by ROX Genghis View Post
    Quote Originally Posted by Ruri View Post
    Quote Originally Posted by Lexa Hellfury View Post
    v0v. There's a reason I didn't run Tornado fleets that often. Nobody in their right mind fights them. It really is a case of q:"How do you counter a Tornado fleet?" a:"With a better Tornado fleet". There really isn't a proper 'counter' to it that can be run by a small gang.

    Bombers. Destroyers. AFs. Sniper HACs. Proper sniping Tr3s. Old fashioned nano. Maelstroms (or other long range high buffer battleships). Even an equal number of Rifters will win the efficiency battle with consumate ease, and take enough Tornados down to send that fleet home. Of course much depends on piloting, positioning, fitting excellence etc. But to claim that there's no counter except numbers is just plain false. Armor HACs and welpcanes do not fare well, and since that's apparently the most popular meta in Syndicate at the minute of course Tornados appear overpowered. In all honesty though every time Rote flies a Tornado fleet we move in constant fear of any or all of the above counters, precisely because many of them are cheap and common.
    I dunno. We're talking equal numbers here, right? Destroyers, AFs, and Rifters do well close up but Tornados could just starburst and pop them from range. Nano, Maelstroms, sniper HACs, and proper sniping T3s won't be able to hold the Tornados down so they can just disengage. And bombers, well, sure, catch anything with its pants down and bombers are a counter, but against small gangs usually not.
    Broke this out from the W&P forum because it really doesn't belong there and we've shit up the Syndicate thread enough already.

    At any rate, let's take this in order. Dessies are relatively slow, but a scram or web on a Tornado will keep it in range for more than long enough to kill it. AFs/Rifters have no excuse for not being as fast as a Tornado, and can easily keep up with them if they do try to burn to range. Also I don't know if you've ever shot at a moving frigate with 1400s, but you should try it sometime for reference.

    Nano ships had also goddamn better be able to keep up with them. Vagabond/Cynabal gangs will get hit a bit more, but they also put out more damage so the Tornados die faster while they're in range.

    The rest of your concern seems to be that Tornados are good at disengaging, which is true. So are a lot of other fleet comps. The ability to disengage is built into all successful fleet compositions (with varying degrees of success), whether that means orbiting a gate with an afterburner and your logi until you can deaggress and jump, or nano'ing out of a bubble and warping away. As with all PvP you can theorycraft as much as you want on paper, but the performance of your fleet in space will ultimately depend on a) the quality of your pilots and b) the ability of the FC to shape the fight in your favor. Of course you can think up situations where Tornados plink away at shiptype X with impunity, but how likely are you to encounter those exact circumstances during actual combat? And once you have, how likely is it that the enemy FC just sits on his ass and doesn't try to change the parameters of the fight?

    tl;dr there are counters to nearly every tactic in space combat, but you need to put pilots in space to make them work. Tornados are no exception.

  2. #2
    prometheus's Avatar
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    Crucifiers/Sentinels/Arbitrators/Pilgrims/Curses with TD Range rigs & Proteus links.
    They'll have to be beyond 150km to actually be able to hit anything.
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  3. #3
    Varcaus's Avatar
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    Quote Originally Posted by prometheus View Post
    Crucifiers/Sentinels/Arbitrators/Pilgrims/Curses with TD Range rigs & Proteus links.
    They'll have to be beyond 150km to actually be able to hit anything.
    How many Crucifiers/Sentinels/Arbitrators/Pilgrims/Curses is needed to each tornado?

  4. #4
    kyrieee's Avatar
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    If you're fighting over a strategic objective like a POS or station then use a lot of dictors and spread out inties while the main fleet does its thing. If a Tornado fleet comes close enough to be able to alpha something then you should have enough tacklers that you take a lot of Tornados with you each driveby. If you're just roaming then make them jump into you, other wise just don't fight them. The combination of high alpha, agility and scan res means that a Tornado fleet can keep killing ships and then run away without you being able to do much about it.

  5. #5
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    Quote Originally Posted by Varcaus View Post
    Quote Originally Posted by prometheus View Post
    Crucifiers/Sentinels/Arbitrators/Pilgrims/Curses with TD Range rigs & Proteus links.
    They'll have to be beyond 150km to actually be able to hit anything.
    How many Crucifiers/Sentinels/Arbitrators/Pilgrims/Curses is needed to each tornado?
    One bonused TD will hobble a Tornado, two will reduce it's pilot to tears. If they're counting on ALPHA that means high damage ammo at their optimal + maybe 25-30% of falloff. A Tornado that tries to operate at the same range as the rest of it's fleet with a bonused and skilled range TD on it will find it's usefulness reduced significantly. The downside to TD recons is they're either comically slow (Pilgrim) or the most obvious primary on the field (Curse) and any half-competent Tornado fleet will have it's own anti-frig/recon support.

    I suppose you could do an all bonused-TD fleet but the second a pack of Drakes comes along you're toast so that makes it sort of gimmicky.

  6. #6
    Donor Shiodome's Avatar
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    stabber fleet issues. t3's are their natural prey. for larger tornado gangs have found fast armour HACs to be fine (i.e a armour hac gang running t2 skirmish links), decent skilled deimos's have been fine at running them down killing a few before the rest bail.

    eg:
    http://eve-kill.net/?a=kill_related&kll_id=12045690
    http://eve-kill.net/?a=kill_related&kll_id=12054016

    is hard to spread tackle though when all the tornado's are burning, you kill what you can and take the win i guess. i'm sure better pilots and better ahac gang comps could do better, we just like those ships (it's a corp history thing).

  7. #7
    I am the 99.99998% Tyrus Tenebros's Avatar
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    Dualpropped deimos' with either eos (proteus) bonused arazu or curse support (arazu for less obvious). Add in a couple of armor rapiers which get warpins as the deimos close and spread webs throughout the 'nados.

    Obviously works better with TD-curses but there's a good chance they might run away from you.

    edit: A use for information warfare links. How bout dat.
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  8. #8
    Donor Shiodome's Avatar
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    i kind of disagree, as has been mentioned tornado gangs have oodles of gtfo ability, and are generally 40km+ away at the start of a fight. it isn't just about bringing the absolute best stuff for fucking with them, as they will just leave and not fight you and there's nothing you can do about it. gotta find an approach that will encourage them to engage... my current #1 choice for this is ishtars, trying to get my corp to reship to them atm. ishtar can fit as good a tank as any AHAC, and with curators and 'spare mids' (dual prop, TD, damp, drone link, remote eccm, whatever...) seems a possible approach that won't immediatley ring alarm bells for most tornado gangs.

    i know 'engageability' is important for any comp, but against gangs that can more easily disengage it's an even higher priority.

  9. #9

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    http://www.rotekapelle.com/killboard...d&kll_id=62734

    These bombers only managed two drive-bys while we were looting the field, but they literally instapopped the Tornados before they could even align off once they saw the redboxes. If we'd have stuck around on field after their second drive-by, we'd have lost another Tornado for each volley. Trick being, you'd have to find a way to hold down the Tornado fleet. But yeah, we couldn't lock the bombers fast enough to do piss-all to them.

  10. #10
    Donor Sponk's Avatar
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    Ha, I'd like to see the fraps of a tornado gang warping into an Ishtar gang with sentries all assisting the FC and seeing who wins the sniping contest.
    Contract stuff to Seraphina Amaranth.

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  11. #11
    I am the 99.99998% Tyrus Tenebros's Avatar
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    Quote Originally Posted by Bacchanalian View Post
    http://www.rotekapelle.com/killboard...d&kll_id=62734

    These bombers only managed two drive-bys while we were looting the field, but they literally instapopped the Tornados before they could even align off once they saw the redboxes. If we'd have stuck around on field after their second drive-by, we'd have lost another Tornado for each volley. Trick being, you'd have to find a way to hold down the Tornado fleet. But yeah, we couldn't lock the bombers fast enough to do piss-all to them.
    Yeah but again the key here is that you gtfo. As with any bomber strategy, the inconsistency of your presence on the field is a HUGE drawback.


    Now, if you KNOW your opponent is going all-1400mm tornados (more or less), you could fit TDing / ABing / Loki-boosted bombers and warp them in to the middle of pack. Every bomber can point and TD a different Tornado (use the "closest to your own name" distribution for ewar mods) and then it would be a race to see if the tornados could starburst fast enough to gtfo and/or kill, or the bombers could pop the tornados. Manti/Neme would be good for this (TD/TP/Point mids) to TP the primary.



    I also tried ishtars. Specifically I tried Blasters / Dualprop / 2xTD / Point mids, armor tanked lows. With Loki+Prot boosting, the tornados would have an absymal time hitting. Add in halo / x -instinct for moar sig bonus. I'm not convinced that the tornados would engage this fleet however.
    I tried to be cool and all I got was a lousy warning about my sig being too big.

  12. #12
    Donor Shiodome's Avatar
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    hmmm, i don't like to fly comp THAT specifically against one type of fleet. lot of wasted mids when you run into the other 50% of eve (drake blobs). but yeah equal numbers probably wouldn't engage, but i already know 6-8 deimos/onerios gang will get a fight out of 10-15 tornado/scimi gangs (and will do well enough), and wouldn't expect swapping deimos to ishtar to change that too much.

    i forget, what are the drawbacks of x-instinct?

  13. #13

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    Speed, falloff, and I can't remember the other two. I might be wrong though.

  14. #14
    Donor Sponk's Avatar
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    Quote Originally Posted by Shiodome View Post
    i forget, what are the drawbacks of x-instinct?

    armor amount, missile velocity, shield amount, turret falloff
    Contract stuff to Seraphina Amaranth.

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    I got falloff right anyway.

  16. #16
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    If you can force a tornado gang to jump into a gang/bubble they are pretty easy prey for bombers as they burn for freedom. They key is to force them to jump through.

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    Maels or Tempests do really well against tornados, they have equal range, few of them will 1-volley a tornado and they take many tornados to 1-volley.

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    I've written it somewhere else already: trollface-snypa Tornados with no tank is just as much of a fleet comp as welpcanes are. All this fleet can do is blap from safe ranges and proceed to sit at a tactical smugging about how they ownz0ned your newbie tacklers/recons.

    They get raped by heavy tanked stuff - PL style rail Rokhs, alphastrike BS, RR sentry Domis etc. They get raped by close-range stuff if you get a proper warp-in and manage to actually tackle.
    We have a nice fleet comp for this which is also a lot of fun to fly - dualprop damp Sacrileges w/ Oneiros support. Guy who theorycrafted and used to FC it (the couple of times we could actually form up) left for LoL though
    Anything ABing/sigtanking is p much a hard counter in terms of tanking (tanked alpha from 80+ Artyabaddons in my 4-slot tanked alphastrike Loki, 'sup)
    Pulse shield Oracles w/ bonused ewar (damp Lachs for example) could work too, given proper piloting/FCing.

    If we're talking smaller gangs (<15) Arty Tornados are even worse. You still need to rely on your opponents wanting to fight you plus you cant even reliably alpha shit.
    Last edited by n0th; February 3 2012 at 10:58:38 AM.

  19. #19
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Surely pretty much anything with a little buffer and good DPS and range or speed will beat tornados.

    F.ex an equal number of Hellcats - you'll have killed 4-5 tornados per loss before they even get their second volley off.

    Bombers

    Tempest/Maels

    Rokhs

    AB hacs (with a good warpin)

    Frig gangs

    Pretty much anything except drakes and mwd Hacs/t3s really
    Last edited by Lallante; February 3 2012 at 10:55:34 AM.

  20. #20
    Gesadt's Avatar
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    yeap long range BSes (maels, rokhs, etc) will roll nados just fine

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