I have to admit, but the minimal premium of 9 million the
Police Pursuit Comet is over the price of a standard Comet, I just had to fly
one. Sure, it may not have any stat
advantages over the standard model, but it was just fun to wander around
pulling folks over.
Let’s cut to the chase… I actually found opponents were more
eager to engage me than they were a standard Comet. Something about “fighting the power”, I
suppose. If you’re looking for a good
fight, try flying a cop Comet around faction warfare space. Folks take fights they never should, just for
the chance to kill one of them.
My night began with a quick roll through Black Rise. I chased a few folks away from sites –
particularly in Kedama – without being able to pin them down. In one instance, I warped after the same guy
seven times, from site to site to sun to planet, only to lock him and realize
he was stabilized.
Ultimately, I found a Breacher who was – oddly – sitting at
zero on a plex warp-in in Oinasiken. I
seem to have surprised him, since I was able to scram and web him before he
started to attack me. He tried to pull
range, but I overloaded my ASB to keep within optimal for my railguns. In fact, I overloaded pretty much everything
at one point during the fight. He did
manage to activate his ASB and run through the entire cycle before he finally went down. I was deep in structure.
This was a great fight, and demonstrated the value in understanding
how to overhead effectively. Granted, I
was flying a Comet, and the modules I could overload were limited to the guns,
the AB, and the scram and web. But I
overloaded the AB to get within overloaded web range, then I overloaded my
scram to keep him from warping off.
That all doesn’t sound terribly complex, and it really
wasn’t. After all, it’s not overloading
that’s the big problem, it’s remembering to turn off the overload once you’ve
closed more range. With three mid-slot
modules all overloading, the heat can build up quickly. You can turn overload off on an active
module, but heat still continues to build until the cycle ends. Missing even one cycle could mean that much
more heat damage, and heat isn’t something you want to waste. If the fight went badly, I might have needed
to burn out of scram range quickly; in that case, the difference between 5
cycles before burning out and 6 could mean the difference between survival and
death.
Victorious, I docked and repaired my ship. As it was the first time I really paid
attention, let me say I’m pleased CCP significantly lowered the cost to repair
frigates in NPC stations. It used to
cost me about a million isk to repair a heavily damaged frigate, but now it was
less than 100k. A very nice change!
Ten minutes later, I warped to another plex in Reitsato and
found a Merlin sitting at zero on the button ready to brawl. I was railgun fit, so he had a decisive DPS
advantage over me until I was able to overload my afterburner and pull range. Once that happened, Surprisingly, he got me
into low armor with some hull damage by the time he popped. Interestingly, if he would’ve fitted a Damage
Control II, he probably would have survived.
Nonetheless, this was an excellent fight, and I salute him for taking
it. That fight brought me
Three fights in which I left with hull damage. That’s what I call a good, well-matched
night. So far, my patrol had gone well,
even if I had to kill a couple suspects and barely escaped a driveby. Ultimately, though, it came to an end as all
good roams should: in fire. And it was
all due to a dinky little Sentinel.
I really shouldn’t malign the Sentinel. After all, the neuts and drones ended up
successfully killing me. And Draggon flew
it wonderfully. I warped to him, and he
started the fight about 35 km out. I
started to close range, and instead of the usual ab/scram fit I’m used to
facing, I quickly realized – at exactly 24 km away – that he was disruptor
fit. Then the neuts started hitting
me. I actually managed to clear a flight
of his Hobgoblin IIs off the field by webbing each one in turn and sending 2-3
rounds of my railguns into them, but once I was neuted entirely, I had to wait
to fire my guns, and that cost me precious seconds. Eventually, with 2 drones left on field, he
finished me off.
It felt like it took forever, and that’s what was so
maddening about it. He had me range
disrupted, so I couldn’t hit him with my short-range ammo. He had an armor repper, so even after I
switched to long rang ammo, he was able to tank me easily. All the while, his drones whittled me down,
down down. By the end, I felt like Chuck
Norris at the end of his fight with Bruce Lee… depleted, spent.
In retrospet, I realize the fight was over the moment I
landed and he was so far away. Had this
been my second fight against a Sentinel, I would have left at that point. But it wasn’t; it was my first fight, and I underestimated
the value of those neuts, even though I fly Curses. “A frigate?
Surely you jest, right? Oh, wait,
what’s happ…. warp pod, warp pod, warp pod…”
I’m a null-sec guy, so I’m used to flying a lot of T2 and T3
cruisers. I tend to underestimate those
frigs, since I’m usually flying something that can kill them easily (My Rapier
can successfully kill 3 AFs, for instance).
But in this case, I forgot I was in a frigate too, and a frig with a T1
resist profile, at that. I neglected to
adjust my thinking to match my own ship, and as a result I vastly overestimated
my durability. A Sentinel isn’t much use
in null-sec, but in solo FW, it’s good enough to lure pilots in and kill them.
So ended my police patrol.
Well played, Draggon, well played.
It’s just another proof that CCP did a good job of making
exciting combat at all levels, from frigs to capitals.
I am so tempted to take one of those out and do some freaky RP stuff in Local. I grin every time I see one of those ships.
ReplyDeleteI need to roam some more. I'm yet to see one.
ReplyDelete