Are deterling devices good?

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Good or Bad?

Good
5
71%
Bad
2
29%
 
Total votes: 7

Master Chief 2
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Are deterling devices good?

Post by Master Chief 2 »

I just started playing BSF and I like it, and I have been reading about deterling devices.

I just want to ask everybody, ARE THEY GOOD?
Last edited by Master Chief 2 on Thu Feb 14, 2008 11:17 pm, edited 1 time in total.
Iron Ham
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Re: Are deterling devices good?

Post by Iron Ham »

Master Chief 2 wrote:I just started playing BSF and I like it, and I have been reading about deterling devices.

I just want to ask everybody, ARE THEY GOOD?
Not particularly, but YMMV.
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Master Chief 2
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Post by Master Chief 2 »

What does YMMV stand for?
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Post by Venator »

I built a fleet pretty much based around Deiterlinging into close range, hitting the stern with charged Shock Beamers, and booking it.

The devices require you to plan movement so a ship which just jumped doesn't suddenly veer back to it's previous designated move and loose it's positional advantage, but they do allow you to get into ideal firing positions or evade incoming ordinance.
Master Chief 2
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Post by Master Chief 2 »

I know.

But, is it fine if I use them in TOURNAMENT SHIPS?

Overpowered ships I know I can use them.
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Post by Master Chief »

NO. Period.

Dieterling devices are simply useless as they can get you into locations which you don't want to get into at that specific period of time. Like the useless Sinope which warped into existence right in front of the Leviathan's megabeamers... :x
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Post by Ethril »

^In other words, yes. Use a dieterling. Use two. Use TEN.
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Post by Cerebrus »

Dieterlings are good, if you aren't incompetent about using them.
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Post by Strideo »

I think they're better for getting AWAY than they are for getting in. :P
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Post by Exethalion »

Good in large ships without the speed to complete tactical maneuvering. Otherwise little shits'll run rings around them.

I always go for 2 or no dieterlings, simply because of the danger of the slightly random exit point.
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Post by Stormcaller »

Master Chief 2 wrote:What does YMMV stand for?
Your
Mileage
May
Vary

Or in other words, you might disagree based on personal experience.

Personally I tried a Deiterling device on a ship for a tournament, set up to pop in over an opponent and open fire with massed pulse weaponry at point blank range. This didn't work so well because the device tosses nearby ships out of the way, so my ship was self-defeating. It can have interesting effects on fast flankers, just because the ship dancing takes on an extra dimension when your ship goes extra-dimensional, but even there it has issues.

In my experience it would work best with ships that have a high acceleration as you seem to come to a dead stop when you jump. The shockwave might be useful when teamed with a flanking AI at close ranges, as you could potentially swing the nose of the enemy ship away from you when you jump in, but that's fairly situational. It could also be used to disrupt formations, or to get out of the way of incoming fire, but that's not something that the game AI seems to take into consideration.
Master Chief 2
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Post by Master Chief 2 »

But,

dieterling devices have a bad point from what I have heard from other people, right?
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Post by Anarki »

Dieterling devices make excellent weapons for rear flank attack ships.
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Post by Master Chief »

Master Chief 2 wrote:But,

dieterling devices have a bad point from what I have heard from other people, right?
Dieterling devices have both good and bad points, so I guess you'll have to listen up to everyone posting. Ok, MC2?
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Post by Da_Higg »

Master Chief wrote:
Master Chief 2 wrote:But,

dieterling devices have a bad point from what I have heard from other people, right?
Dieterling devices have both good and bad points, so I guess you'll have to listen up to everyone posting. Ok, MC2?
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