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Zeno Xirconez
Minmatar ADVANCED Combat and Engineering Violent Society
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Posted - 2010.01.13 23:51:00 -
[1]
[Stiletto, Stiletto: Gang Tackler]
Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II
Sensor Booster II Cap Recharger II Warp Disruptor II 1MN MicroWarpDrive II
200mm AutoCannon II 200mm AutoCannon II 'Arbalest' Standard Missile Launcher
Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
What do you guys think?
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Shadowy Assistant
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Posted - 2010.01.13 23:58:00 -
[2]
Originally by: Zeno Xirconez
Cap Recharger II
I think you have no idea what you're doing.
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Marko Riva
Adamant Inc.
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Posted - 2010.01.14 00:20:00 -
[3]
Edited by: Marko Riva on 14/01/2010 00:21:50 [Stiletto, Tanked] Nanofiber Internal Structure II Nanofiber Internal Structure II Damage Control II
Catalyzed Cold-Gas I Arcjet Thrusters Warp Disruptor II Sensor Booster II, Scan Resolution Medium F-S9 Regolith Shield Induction
125mm Gatling AutoCannon I, EMP S 125mm Gatling AutoCannon I, EMP S [empty high slot]
Small Ancillary Current Router I Small Ionic Field Projector I
----------- I think, therefore I'm single. New projectile damage PDF Alliance creation service |
Zeno Xirconez
Minmatar ADVANCED Combat and Engineering Violent Society
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Posted - 2010.01.14 00:23:00 -
[4]
sorry, I'm a bit new to the game atm and recently got interceptors down not the best with modules and ship equipment atm.
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Marz Ghola
Minmatar Killed In Action
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Posted - 2010.01.14 00:42:00 -
[5]
The great advantage of the stiletto is its fourth mid. Don't use the ship until you have your engineering (cap specific) skills up to 5. Have your propulsion jamming at least to 4, high speed maneuvering at least to 4.
I sometimes use a mid for a web as this can help control targets that try to slow boat back to a gate after jumping in.
You don't want to waste its fourth slot advantage due to any skill deficiency.
I got better results with cheaper rigs, x1 sm auxiliary thruster and x1 low friction nozzle joint.
Otherwise, not a bad fit you have. Some like to use dcu2 and/or a shield extender in a mid. I like the speed aspect. I don't have too much trouble holding someone down long enough for fleet mates to arrive with a speed fit.
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Zeno Xirconez
Minmatar ADVANCED Combat and Engineering Violent Society
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Posted - 2010.01.14 01:10:00 -
[6]
thanks a lot for the suggestion, I was thinking of a speed fit but decided not to use web II because if I'm in range of web good chance I'm open to nos. But then again I'm not all too sure about it. I'll definitely work on those cap skills =]
thanks again :D.
Zeno
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Azael Lightshade
Amarr V i L e
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Posted - 2010.01.14 01:23:00 -
[7]
Edited by: Azael Lightshade on 14/01/2010 01:26:00
1 second Stiletto (targeting Frigate at 40) at the stock of 1.8 seconds. This is a bit more EW power behind it and not so much support for accepting damage.
Signal Amplifier II (0.2 second reduction) Nanofiber Internal Structure II Nanofiber Internal Structure II
1MN MWD II Warp Disruptor II Stasis Webifier II Target Painter II
150mm Light AutoCannon II, Phased Plasma S 150mm Light AutoCannon II, Phased Plasma S Rocket Launcher II, Phalanx Rage Rocket
Small Targeting System Subcontroller II (0.3 second reduction) Small Targeting System Subcontroller II (0.3 second reduction)
--- Recruiting Pirates - New and Old |
yani dumyat
Minmatar Pixie Cats
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Posted - 2010.01.14 02:07:00 -
[8]
Stiletto is such a versatile ship that for every post there could well be a viable set up.
This is a setup i've used for a long time with good success, it lacks the buffer of MSE setups but in most cases you've mitigated enough damage that the repper can keep up or you're going to die anyway.
The utility of having scram, disruptor and cap booster is what makes this setup but dual prop / mse /scan res boosted and other variations all have their place.
[Stiletto, vermin control] Small Armor Repairer II Nanofiber Internal Structure II Nanofiber Internal Structure II
Catalyzed Cold-Gas I Arcjet Thrusters Faint Epsilon Warp Scrambler I Warp Disruptor II Small Electrochemical Capacitor Booster I, Cap Booster 150
125mm Gatling AutoCannon II, Republic Fleet EMP S 125mm Gatling AutoCannon II, Republic Fleet EMP S TE-2100 Standard Missile Bay, Sabretooth Light Missile
Small Auxiliary Thrusters I Small Auxiliary Thrusters I
_________________________________________________ Lifeboat ----> + Human |
Azael Lightshade
Amarr V i L e
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Posted - 2010.01.14 12:01:00 -
[9]
Originally by: yani dumyat
The utility of having scram, disruptor and cap booster is what makes this setup but dual prop / mse /scan res boosted and other variations all have their place.
Not understanding why you would put a cap booster on a stiletto other than sustaining the armor rep while microwarp driving. You can sustain a 1MN MWD II and WD II forever at 30% without the booster. It's a waste of mid slot just to sustain a armor rep too. You're a tackler...
--- Recruiting Pirates - New and Old |
David Devant
Gallente CTRL-Q
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Posted - 2010.01.14 12:12:00 -
[10]
Fit for durability and scan strength. Speed not massively important, it's quick anyway. Guns just for the warriors.
Suitcase, nano, sig amp mwd, extender, point, sb 125s, core probe/salvage
t2 to fit, rigs for scan res, speed or shield res. Never be tempted to gt within 15 k of anything. With a claymore you won't have to get within 30. |
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Aversin
Gallente Universalis Imperium Tactical Narcotics Team
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Posted - 2010.01.14 12:50:00 -
[11]
Originally by: Azael Lightshade
Originally by: yani dumyat
The utility of having scram, disruptor and cap booster is what makes this setup but dual prop / mse /scan res boosted and other variations all have their place.
Not understanding why you would put a cap booster on a stiletto other than sustaining the armor rep while microwarp driving. You can sustain a 1MN MWD II and WD II forever at 30% without the booster. It's a waste of mid slot just to sustain a armor rep too. You're a tackler...
The cap booster if to defend against neuts, with the booster you can still mwd if you need to or more importantly keep a point on your target.
Originally by: Razner Cerizo They will never quit. The beatings will continue until morale improves.
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Azael Lightshade
Amarr V i L e
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Posted - 2010.01.14 13:43:00 -
[12]
Originally by: Aversin
Originally by: Azael Lightshade
Originally by: yani dumyat
The utility of having scram, disruptor and cap booster is what makes this setup but dual prop / mse /scan res boosted and other variations all have their place.
Not understanding why you would put a cap booster on a stiletto other than sustaining the armor rep while microwarp driving. You can sustain a 1MN MWD II and WD II forever at 30% without the booster. It's a waste of mid slot just to sustain a armor rep too. You're a tackler...
The cap booster if to defend against neuts, with the booster you can still mwd if you need to or more importantly keep a point on your target.
Hope my math is right.
Warp Disruptor II 5 second duration 3.75 activation (Role bonus)
Medium Neut II (1 Medium is not good enough to empty pool anyways) 12 second duration 112.5 activation
5 - 12 = 7 seconds until next hit with 5 seconds of 0 cap.
259.4 Total Cap / 140.6 Recharge Time = 1.8 Energy per Second (EPS)
1.8 EPS * 5 Seconds = 9 Energy 1.8 EPS * 7 Seconds = 12.6 Energy
Stiletto only needs 2.5 seconds to gain enough energy back to warp disrupt the target. That leaves the target with a window in order to neut the target at the end of the 5 second Warp Disruption cooldown in order to stop the regain of energy for the second cycle.
It's not that you need a cap booster. You just need to know how to use cycles correctly and have the skills to support them.
---
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Shadowy Assistant
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Posted - 2010.01.14 13:50:00 -
[13]
The cap booster is stupid. You can tackle outside of heavy neut range anyway, unless if you're flying the ship with Interceptors III or lower. Then you're stupid.
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Azael Lightshade
Amarr V i L e
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Posted - 2010.01.14 14:20:00 -
[14]
Originally by: Shadowy Assistant The cap booster is stupid. You can tackle outside of heavy neut range anyway, unless if you're flying the ship with Interceptors III or lower. Then you're stupid.
Also correct ---
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Ophelia Ursus
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Posted - 2010.01.14 14:22:00 -
[15]
[Stiletto, tackle] Micro Auxiliary Power Core I Damage Control II Power Diagnostic System II
Medium F-S9 Regolith Shield Induction Warp Disruptor II Catalyzed Cold-Gas I Arcjet Thrusters Sensor Booster II
150mm Light AutoCannon II, Republic Fleet Phased Plasma S 150mm Light AutoCannon II, Republic Fleet Phased Plasma S Rocket Launcher II, Caldari Navy Foxfire Rocket
Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
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Calydonian Boar
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Posted - 2010.01.14 14:50:00 -
[16]
[Stiletto, New Setup 1] Micro Auxiliary Power Core I Overdrive Injector System II Damage Control II
Gistii B-Type 1MN MicroWarpdrive Medium Shield Extender II Warp Disruptor II Faint Epsilon Warp Scrambler I
150mm Light AutoCannon II, Barrage S 150mm Light AutoCannon II, Barrage S [empty high slot]
Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
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Pandares
Gallente hindsight is 20-20
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Posted - 2010.01.14 14:51:00 -
[17]
Edited by: Pandares on 14/01/2010 14:52:03
Originally by: Ophelia Ursus [Stiletto, tackle] Micro Auxiliary Power Core I Damage Control II Power Diagnostic System II
Medium F-S9 Regolith Shield Induction Warp Disruptor II Catalyzed Cold-Gas I Arcjet Thrusters Sensor Booster II
150mm Light AutoCannon II, Republic Fleet Phased Plasma S 150mm Light AutoCannon II, Republic Fleet Phased Plasma S Rocket Launcher II, Caldari Navy Foxfire Rocket
Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
For tackling for a gang, I'm not sure about using 2 fitting modules just to output slightly more dps. _______________________________________________
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yani dumyat
Minmatar Pixie Cats
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Posted - 2010.01.14 15:49:00 -
[18]
Originally by: Azael Lightshade
259.4 Total Cap / 140.6 Recharge Time = 1.8 Energy per Second (EPS)
Stiletto only needs 2.1 seconds to gain enough energy back to warp disrupt the target
Your maths is wrong, cap recharge is not linear so it takes it takes longer than 2.1 seconds and if you're target is aligned and spamming the warp button you don't have a hope in hell of holding him under neut conditions without a cap booster.
It's true that you can stay out of neut range but good luck not dieing to the first 'cane you meet, though scram can still kill you and i've been known to drop one of the points for an AB specifically so i can get right under their guns.
To those saying a repper is useless i'd like to know how you sustain yourself under drone and missile fire, that fit can hold a drake indefinitely and is capable of repping back up after tackling gangs and making the inevitable turn with a cloud of warrior II's on your ass.
The fit is designed for roaming where i may have to hold a target while my gang jumps in from another system, other fits will be for gate camps where lock times are important etc. It really is a versatile ship but that is the fit that works for me.
Originally by: Azael Lightshade
It's not that you need a cap booster. You just need to know how to use cycles correctly and have the skills to support them.
Given that I've got more than one account at 30 mill SP + and fly every frigate in the game i suspect you're the one who needs to do some learning here, modules like a point can't be synced to a neut cycle because point cycles too quickly and in any case you never want it to turn off.
A nos or cap booster can be synced to a neut cycle by tapping them once then off again just as you get neuted or leaving them runing depending on the size of neut that is hitting you. A nos can keep your point running but if you want to run your speed mod you'll need a cap booster. _________________________________________________ Lifeboat ----> + Human |
Ophelia Ursus
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Posted - 2010.01.14 16:49:00 -
[19]
Originally by: Pandares Edited by: Pandares on 14/01/2010 14:52:03
Originally by: Ophelia Ursus [Stiletto, tackle] Micro Auxiliary Power Core I Damage Control II Power Diagnostic System II
Medium F-S9 Regolith Shield Induction Warp Disruptor II Catalyzed Cold-Gas I Arcjet Thrusters Sensor Booster II
150mm Light AutoCannon II, Republic Fleet Phased Plasma S 150mm Light AutoCannon II, Republic Fleet Phased Plasma S Rocket Launcher II, Caldari Navy Foxfire Rocket
Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
For tackling for a gang, I'm not sure about using 2 fitting modules just to output slightly more dps.
The PDS isn't actually required, it's just a utility lowslot module (a little extra shield and cap never hurts, right?). You can swap it for a T2 signal amplifier or nano if preferred.
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