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1. The Maller and your thoughts there of... - in Ships and Modules [original thread]
Edited by: Dorah Hawkwing on 23/07/2011 11:07:18 With some RCU II's, you can fit 2 large smarties to the Maller. It's the T1 cruiser with the biggest grid after all. aadd a few small projectile weapons to make you apear as the standard bait se...
- by Dorah Hawkwing - at 2011.07.23 11:03:00
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2. Mission Fit Amarr - in Ships and Modules [original thread]
PS: Amarr BS are fine. Minmatar Navy may be the hardest foes you face in terms of their resistances. On the other hand, I used a geddon to burn through tripple 1.8 mill BS spawns up in guerista space sucessfully a lot. So.. take your pick and fly....
- by Dorah Hawkwing - at 2011.07.04 10:48:00
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3. Mission Fit Amarr - in Ships and Modules [original thread]
I've used this for years on missions, even before the apoc changes. Of course now flying a Paladin, so moot. What you want is to have BS at least at a 4, as it reduces the cap use of the guns substantially. 4 to 5 is actually the biggest reductio...
- by Dorah Hawkwing - at 2011.07.04 10:42:00
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4. Retribution - in Ships and Modules [original thread]
Edited by: Dorah Hawkwing on 14/04/2011 09:33:24 Hint: The retri has a 50 km lock range for a reason.... 4* Medium Beam II 1* Phased Monopropelland MWD Tank of your choice.... And you have the ability to reposition yourself fast and reach ou...
- by Dorah Hawkwing - at 2011.04.14 09:31:00
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5. Anyone have a good Noctis fit - in Ships and Modules [original thread]
I tried on eout yesterday. Had to fit in a hurry, so it's not optimal: 5* tractor, 3* salvager II MWD, SB II with resolution DMG Controll II, 2* WCS (Unfit as needed) no rigs (This was more for lowsec travel and to escape the clutches of any ope...
- by Dorah Hawkwing - at 2010.12.07 16:21:00
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6. Null sec PVE - Amarr - in Ships and Modules [original thread]
Uhm.. yeah. That was kinda back then before they introduced rigs. Rig should get it even more cap stable. You gonna have pauses anyway when they ECM you.
- by Dorah Hawkwing - at 2010.05.21 19:32:00
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7. Null sec PVE - Amarr - in Ships and Modules [original thread]
Back when I was up there with Forsaken Empire, and later with FATAL, an armageddon did really well. 7* Megapulse, salvager or tractor, your preference AB, cap rechargers*2 LAR, 2 Kin hardeners, 2 THerm hardeners, 3* cap power relay 4 Ogres, 5 H...
- by Dorah Hawkwing - at 2010.05.21 17:27:00
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8. Destroyer pvp feat? - in Ships and Modules [original thread]
Edited by: Dorah Hawkwing on 21/04/2010 11:41:06 Usefull skills: Destroyer 5.. for cap and tracking Controlled burst and the other weapon helping skills up to 4 at least Small energy beam spec Small pulse spec Weapon upgrade Advanced weapon u...
- by Dorah Hawkwing - at 2010.04.21 11:40:00
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9. curse vs rupture..... GO! - in Ships and Modules [original thread]
*sigh* If you start at 7 km from a ruppy witha curse, you don't disrupt his range, you disrupt his tracking and move lateral. That way he still can't hit you well and you can protect your drones. Also.. that curse should fit an assault launcher ...
- by Dorah Hawkwing - at 2010.02.20 10:10:00
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10. Fitting an Amarr ship for low-sec missions - in Ships and Modules [original thread]
Edited by: Dorah Hawkwing on 15/02/2010 23:37:20 To be honest, you can have the salvage in highsec. In lowsec I would go for pure completion speed to take advantage of the heightened loyality points and completion bonuses. Anything else you ca...
- by Dorah Hawkwing - at 2010.02.15 23:35:00
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11. Amarr ship explanation - in Ships and Modules [original thread]
Edited by: Dorah Hawkwing on 15/02/2010 23:24:38 Crucifier: 2 high slots 1 MWD, 2 Tracking disruptors 2 Sensor augmentors Lock range 90 km's.. What other T1 frig can make a BS turret pilot cry for less than 500k isk? Maller is very tough b...
- by Dorah Hawkwing - at 2010.02.15 23:23:00
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12. Coercer Setup - in Ships and Modules [original thread]
Edited by: Dorah Hawkwing on 28/08/2009 20:34:22 I recently played around with our new toys and squeezed 370 dps at 16 km's from a coercer with overheating. Requires max fitting skills though. T2 mods and amarr navy crystals. I leave the puz...
- by Dorah Hawkwing - at 2009.08.28 20:32:00
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13. Coercer Setup - in Ships and Modules [original thread]
For lvl 1 missions on a destroyer, Medium beams are overkill. You want to maximise your resistances to make repairing less of a task for your repper. My suggestion: Train up destroyer to lvl 4 for good tracking and cap efficiency 8* dual light b...
- by Dorah Hawkwing - at 2009.08.28 16:16:00
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14. Amarr AF's - in Ships and Modules [original thread]
4* Medium Beaim II MWD II MAPC I, HS II, TE II, ANP II, SAR II I could replace the SAR with a plate, or forget about SAr and MAPC and just squeeze another ANP into it. Served me well for he AF gank night.
- by Dorah Hawkwing - at 2009.04.26 11:54:00
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15. Amarr AF's - in Ships and Modules [original thread]
Retribution: Fitted 4 *medium beam IIs to it? PWNage at 50 km's. Not many AF can deliver that.
- by Dorah Hawkwing - at 2009.04.26 10:58:00
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16. need some help /w fit of my Coercer - in Ships and Modules [original thread]
Edited by: Dorah Hawkwing on 18/04/2009 00:55:17 For PvE I would use an AB, and do away with the ehatsinks. Fit 1-2 Cap Power Relays instead to allow you to run your tank, and 1-2 resistamce plates vs the damage type the NPC's deal. If you wa...
- by Dorah Hawkwing - at 2009.04.18 00:51:00
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17. Omen suicide gank fit - in Ships and Modules [original thread]
What is hard to figure out? 5* heavy pulse, 3* HS, and RCU's or whatever you need skillwise to squeeze it on. Also, Web, MWD, Point
- by Dorah Hawkwing - at 2009.03.05 20:14:00
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18. Info on Destroyers? - in Ships and Modules [original thread]
My last coercer engaged in FW a Sentinel, Tanaris and trasher, sentinel got wasted, the other two warped/jumped out in structure. Then I moved it to unsec, killed Manticore, Buzzard, Crow and a heretic, and died as I was greedy and loted the here...
- by Dorah Hawkwing - at 2008.11.07 18:59:00
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19. Unorthodox Amarr - Shield Tanking - in Ships and Modules [original thread]
Amarr ships where a shield tank defenitely improves performance: Sigil, Bestower Amarr Ships wich can get a good shield tank going: Curse, Arbitrator Curse can get 12k+ shield HP's, arbi can fit an xl-booster and feed it via NOS in close orbit...
- by Dorah Hawkwing - at 2008.10.28 12:31:00
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20. Paladin over the Apoc or Abaddon? - in Ships and Modules [original thread]
Paladin is cap stable running 4 Tachyons and 3 HS. I'd dearly love to the the abbadon repeat THAT feat. Paladin has a cap stable tank able to make enemies abound 5/5 without warpouts running DB LAR, 3* faction HS, 4 hardeners, 3 Cap rechargers a...
- by Dorah Hawkwing - at 2008.10.27 09:02:00
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