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Cynthia Sinclair
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Posted - 2011.05.29 16:54:00 -
[1]
I notice a lot of people like using the Orca, be it boosting or hauling. I was curious, from both standpoints, what does it take to gank/pop an Orca? What can I do to make it an extremely difficult target to take down? For example, say that I am flying the Orca in a high sec area (0.9-1.0) am I relatively safe from a random blue moon suicide gank squad of like three or four, maybe five? or are they just going to lay into me and burn through shield/armor/hull so quickly I'll be gone before CONCORD shows up? For the sake of argument, assume the Orca's effective HP is sitting somewhere in the range of 120-125K without rigs.
Also, in regards to the suicide gank, is it worth decreasing the overall armor value for the gain in cargo via rigging?
I only ask, as I am quite out of my element when it comes to suicide ganking, much less PVP in general.
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CCP Navigator
C C P C C P Alliance
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Posted - 2011.05.29 17:25:00 -
[2]
Moved from Science & Industry.
Navigator Lead Community Representative CCP Hf, EVE Online
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NoNah
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Posted - 2011.05.29 18:05:00 -
[3]
Random ganks for no reason are very rare if at all existant. This is why the orca is safe, there is generally no reason to blow one up as the potential drop is useless and the financial loss - 3-400m is neglegible for the victim.
In theory you could easily gank an orca anywhere in eve with 10-15 bs's. Much less in 0.5. Parrots, commence!
Postcount: 525376
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mkint
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Posted - 2011.05.29 18:18:00 -
[4]
I can say with relative certainty that you won't get suicide ganked in an orca unless you make yourself a target. Don't tell local if your corp hangar has anything in it or is empty. The only thing a cargo scanner can scan is the cargo hold. Most people don't really carry anything valuable in their other holds, if they aren't completely empty. The effort to payout ratio is not really worth the suicide gank for profit, though it might be for a grudge.
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Tippia
Sunshine and Lollipops
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Posted - 2011.05.29 18:19:00 -
[5]
Originally by: Cynthia Sinclair For the sake of argument, assume the Orca's effective HP is sitting somewhere in the range of 120-125K without rigs.
No. For the sake of argument, assume that the Orca's EHP is in the 250-300k region, because that's where it should be, and that all it will drop is maybe 10Mil worth of fitted modules.
This is what makes the Orca so popular: it takes more to crack than a Jump Freighter; it drops nothing; and if fit with an MWD, it will get into warp in 10s. Oh, and while not quite as nippy in warp as other ships, it only has a 10% lower warp speed, so gate-to-gate travel isn't all that painful.
There's very little reason to boost its cargo, because that generally gives you a double-punch of making it worse: it means you carry more in you cargohold (making you more valuable to kill) and it makes you easier to kill. You already have 40k+50k+400k m³ at your disposal ù those additional 30k + bonus are best used for left-overs and worthless high-volume scraps. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
FT Diomedes
Gallente Factio Paucorum
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Posted - 2011.05.29 19:42:00 -
[6]
Originally by: Tippia
Originally by: Cynthia Sinclair For the sake of argument, assume the Orca's effective HP is sitting somewhere in the range of 120-125K without rigs.
No. For the sake of argument, assume that the Orca's EHP is in the 250-300k region, because that's where it should be, and that all it will drop is maybe 10Mil worth of fitted modules.
This is what makes the Orca so popular: it takes more to crack than a Jump Freighter; it drops nothing; and if fit with an MWD, it will get into warp in 10s. Oh, and while not quite as nippy in warp as other ships, it only has a 10% lower warp speed, so gate-to-gate travel isn't all that painful.
There's very little reason to boost its cargo, because that generally gives you a double-punch of making it worse: it means you carry more in you cargohold (making you more valuable to kill) and it makes you easier to kill. You already have 40k+50k+400k m¦ at your disposal ù those additional 30k + bonus are best used for left-overs and worthless high-volume scraps.
What is your fit? I think I am doing something wrong with mine. --- This doesn't even seem to be a regular case of rats fleeing the sinking ship. Seems more like the rats are on fire, the ship is on fire, and the sea is full of drunk Russians. - Jacob Etienne |
Merelle
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Posted - 2011.05.29 19:53:00 -
[7]
What is your fit? I think I am doing something wrong with mine.
Reinforce all bulkheads and also install a damage control.
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JackStraw56
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Posted - 2011.05.29 19:57:00 -
[8]
250-300k is the very upper range for EHP on an Orca and most fits don't have that.
The important part to get close to that number is to use a damage control and reinforced bulkheads. However this will gimp your align time, and if you want the 10 second align you need to use a MWD and 2 inertia stabilizers in my experience which leaves no room for the damage control and bulkheads.
This fit gets me 287k EHP but a 40 second align time:
[Orca, EHP] Damage Control II Reinforced Bulkheads II
Large Shield Extender II Large Shield Extender II Invulnerability Field II Invulnerability Field II
[empty high slot] [empty high slot] [empty high slot]
Large Core Defence Field Extender I Large Core Defence Field Extender I Large Core Defence Field Extender I
To get the MWD on you need an ancillary current router, this fit gets around 225k EHP and aligns much much faster: [Orca, EHP] Damage Control II Inertia Stabilizers II
Quad LiF Fueled I Booster Rockets Invulnerability Field II Invulnerability Field II Invulnerability Field II
[empty high slot] [empty high slot] [empty high slot]
Large Ancillary Current Router I Large Core Defence Field Extender I Large Core Defence Field Extender I
Personally I use 2 cargo expander rigs and an ancillary current router on mine with a MWD and 2 i-stabs for travel. EHP is still enough that someone needs to have a real hard on for you to try to gank it.
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Zhilia Mann
Tide Way Out Productions
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Posted - 2011.05.29 21:29:00 -
[9]
Originally by: JackStraw56 The important part to get close to that number is to use a damage control and reinforced bulkheads. However this will gimp your align time, and if you want the 10 second align you need to use a MWD and 2 inertia stabilizers in my experience which leaves no room for the damage control and bulkheads.
Any ship that can fit a MWD can hit warp in 10 seconds. Warp to, pulse the MWD once, cycle ends and you warp.
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JackStraw56
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Posted - 2011.05.29 21:53:00 -
[10]
Originally by: Zhilia Mann
Originally by: JackStraw56 The important part to get close to that number is to use a damage control and reinforced bulkheads. However this will gimp your align time, and if you want the 10 second align you need to use a MWD and 2 inertia stabilizers in my experience which leaves no room for the damage control and bulkheads.
Any ship that can fit a MWD can hit warp in 10 seconds. Warp to, pulse the MWD once, cycle ends and you warp.
If I fit 0 i-stabs it does not always warp at the end of the MWD cycle. I am using the technique you describe.
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NoNah
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Posted - 2011.05.29 21:56:00 -
[11]
Originally by: Zhilia Mann
Any ship that can fit a MWD can hit warp in 10 seconds. Warp to, pulse the MWD once, cycle ends and you warp.
This isn't perfectly true. The ship needs to have a mass low enough to let the low thrust of an MWD have enough impact. This is quite obvious once you fly a titan. Parrots, commence!
Postcount: 852055
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Gavin DeVries
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Posted - 2011.05.29 22:24:00 -
[12]
The only time my Orca has failed to warp at the end of the MWD cycle is if I had any forward velocity at the time I initiated warp. If I was at a dead stop, warp happened as soon as the MWD cycle ended. Coming out of station is the problem; you have all that launch velocity to lose. So you either have to come to a stop and then warp, or use an instant undock to get away from the station and warp after you arrive. ______________________________________________________ PVP is a question that has no one right answer but a lot of wrong ones. - Aelana Anais
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Elina Tan
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Posted - 2011.05.30 01:53:00 -
[13]
Originally by: JackStraw56 250-300k is the very upper range for EHP on an Orca and most fits don't have that.
Yeah. I can get > 340K EHP on mine, but that's with expensive mods.
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Mara Rinn
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Posted - 2011.05.30 07:55:00 -
[14]
I have flown an Orca with MWD and never had a problem getting it into warp in 10 seconds. It had about 220k EHP - that can be enhanced by flying in a fleet and having members of that fleet using warfare links to boost resistances.
-- [Aussie players: join ANZAC channel] |
Catherine Airuta
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Posted - 2011.05.30 23:02:00 -
[15]
My main flys an Orca, and with a 100MN MWD, reinforced bulkheads and a damage control, and has no problem warping in 10 secs, as long as your initial velocity is low. I get around 230k EHP.
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