Roll/Rotate Speed vs Strafe Speed?

I wanted to ask you, more experienced pilots, about the various bonuses to Roll/Rotate speed and Strafe speed.

 

 

  1. Is the “Roll speed” the same thing as the “Rotate speed”?

 

  1. One of the engine modules says it increases “maneuvering speed” - what does this specifically increase?

 

  1. As far as mobility goes what is more important - Roll/Rotate speed or Strafe speed?

What i mean is, if i have to choose between +30% Roll/Rotate speed or +30% Strafe speed - which one is more valuable?

 

  1. Should i try to keep the bonuses to Roll/Rotate and Strafe approximately equal (example: both have +50% bonus) - or is it more beneficial/useful to stack all bonuses toward one of those?

 

 

Thank you for reading and helping me out.

Maneuvering speed = roll and pitch

Strafe priority better for frigs

Rotation for fighters and maybe interceptors aswell.

Maneuvering speed = roll and pitch

Strafe priority better for frigs

Rotation for fighters and maybe interceptors aswell.

Thanks for replying.

 

Can you please explain to me what is Pitch?

 

Everyone is welcome to post their answers and opinions to all the questions :slight_smile:

See here: http://en.wikipedia.org/wiki/File:Rollpitchyawplain.png

See here: http://en.wikipedia.org/wiki/File:Rollpitchyawplain.png

 

Okay, i understand now :slight_smile: thanks!

 

Anyone else willing to give their own opinion to my original post questions?

I can give you my personal choice for strafe and rotation: If your roster is only interceptors go for rotation (implants). If you have fighters and (specially) frigates, go for strafe (implants). For modules I use verniers on most of the ships. In some frigates, only if they have 2 engine slots, I use one for rotation and one for strafe (t4 and above).

If you have one engine slot, generally veniers will help you the most for rotation speed.  Strafing is very important, but I find the Fed R5 Cheetah implant sufficient so I don’t use any strafing modules.  Acceleration helps as well, since your acceleration is often a limiting factor towards your maneuvering.  You can spin around as a turret but you’re still a turret.

strafe speed if you prefer omni dimensional mobility for whatever reason,  ganking, sneaking, utilizing 3 dimensional space for survival, etc etc. Especially useful on imperial gunships.

rotate speed if you’re in a killing ship that does it up close so you can kill quick things.

for example, an interceptor that goesfast will benefit much more from rotation speed because they get forward gains better than strafe gains and will need it for rocketing past asteroids without colliding,  but a recon that likes ganking sniper frigates will benefit more from strafe speed because it helps them scoot around minefields, asteroids.   I also play my imperial gunship like a sneaky harrier, often chilling in cover overwatching a sniper frigate, cap point, or support frigate, or something like that, and waiting for interceptors to click with my beams.  it makes interceptor pilots really angry but it also makes friendly ships alive ships. and if it goes bad for me i can duck around cover insanely quickly because it literally goes faster sideways.

there is a limit to how useful rotate speed is, but in those circumstances it is useful it is extremely useful. It just comes down to how fast you are and your typical engagement range.  My advice is to try both so you can get a better feel for your own playstyle, and then once you discover this go from there.

my personal experiences with fed interceptors, is that they really benefit from a mixture of both because they become impossible to chase if you balance your mobility properly. of course don’t forget you can’t outrun boolet, so use that cover, rookie!

i though roll was spinning.

 

but here its loop instead, 

 

doing a roll in 360 degrees is a loop backwards and pitch is upwards?

 

dafuq?

 

lawl

I prefer strafe than anything else, its one of the implant I never touch no matter what Im flying…unless I am fighting in T4 or T5.

there is a limit to how useful rotate speed is, but in those circumstances it is useful it is extremely useful. It just comes down to how fast you are and your typical engagement range.  My advice is to try both so you can get a better feel for your own playstyle, and then once you discover this go from there.

 

Very well said sir. 

I can give you my personal choice for strafe and rotation: If your roster is only interceptors go for rotation (implants). If you have fighters and (specially) frigates, go for strafe (implants). For modules I use verniers on most of the ships. In some frigates, only if they have 2 engine slots, I use one for rotation and one for strafe (t4 and above).

I prefer the opposite - rotation for frigs and slow imp fighters, strafe for anything else. Strafe is usefull of “evasive flying forward” and hide and pew gauss/positron playstyle, while rotate in dogfight. I observed WPKs through LRF lenses, they seem to almost always fly sideways. Personal taste.

Strafe for standoff fights, like when you have two positions and shoot each other, rotate for dogfight. You have to know what you do more in that ship you fit.

In the end, it always depend on how you like to fly your ship  :bomber: 

Maneuvering speed = roll and pitch strafe speed

FTFY