Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Tuesday, May 31, 2011

The "death is preferable to slavery" argument

Some people justify shooting ships carrying slaves by arguing that death is a better fate than slavery.

I personally choose not to justify causing the death of our kin with the "death is preferable to slavery" argument. I do not feel I should be making that choice for those unfree people and for their clans and tribes.

Instead I choose to justify causing their death by my opposition of the Amarr and their evil. By the right of our kin to make their choices themselves.

The fact of the matter is the Amarr are using the lives of our kin as shields. And the Amarr will keep doing more of it as long as they follow their evil religion.

Sunday, January 23, 2011

Ship fit availability

All too often, when I need a ship with a specific fit, I do not have one. Or if I do, the fit is somehow out of date or missing something.

At times like this, making a list of stuff I want to have fitted and ready at all times sounds like a very good idea. At other times, I suspect it would be a very long list, exhausting to actually implement.

Monday, August 16, 2010

On blowing up

Carelessness kills.

The feeling of losing a ship is never pleasant. Yet, there is something liberating in knowing it is just me and my wallet getting hurt when I screw up.

Tuesday, June 1, 2010

Podding? Cruelty?

I can't fathom why some capsuleers view podding as somehow more cruel than just shooting the ship down. As something "nice" people do not do.

If I'm willing to to shoot the capsuleer's ship and kill his crew just because they happened to sign an employment contract with him, why would I think killing the capsuleer himself would be too harsh?

Sunday, April 18, 2010

Point-range and light tackling

Point-range is almost as important for light tackling as good scan resolution for quick locking speed, because often where you or the target lands on the grid matters a lot.

The small ships can often react, align and escape in the time it takes for you to align and start burning towards them to get in range. And the big ships you should catch anyway.

Thursday, March 18, 2010

Fitting webs

Some people think battleships do not need to fit webs. Such people often reason that some other pilot can do the webbing. Maybe some other battleship, maybe a tackler, and they can use the medslot for something else.

This kind of thinking in my opinion has two problems.

First, because of tracking, short range turret battleships generally like having webs. The job of battleships is to deal damage, and the web is there partly to ensure you get to deal a larger portion of your theoretical DPS in practice. It is a medslot damage module.

And secondly, because if everybody relies on somebody else to bring the webs, not enough people will. And in the tactical situations EM usually fights in, webs are almost always necessary.

Scramblers do some of the same job nowadays, by disabling MWD.