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Miles Winter
Blue Republic RvB - BLUE Republic
8
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Posted - 2014.06.03 22:44:00 -
[1] - Quote
I've been looking at the malediction for awhile, I'm planning on eventually flying one in the near future (~1 month) once my missile skills are up to snuff, but in looking at various fits I've noticed most people seem to fly with rocket launchers at about 10km's, with either a web/disruptor combo or a scram/disruptor combo.
That strikes me as rather odd, my first go at a design was to extend range as much as possible, with a disruptor and either TD or sensor boost in the third midslot. In my experience with Navy Slicers, flying within 13km's or so just gets you webbed or scrammed and blown up. So why do so many people fit theirs for brawling like this?
I've also seen that some people prefer to have a web on a long range malediction fit - but that strikes me as an odd choice for something that ideally never gets within 10km's of its target.
Mostly I intend to use the Malediction in fleet fights with RvB - tackling targets at a gate and providing DPS support in fleet engagements (ideally from long range, since brawling with a nice expensive T2 interceptor in RvB is begging for a quick web and primary)
My present fit is here: https://i.imgur.com/WotEYsX.png Close range fit is here: https://i.imgur.com/LFX5peV.png |
McRoll
iMmortal Wings Most Valuable Player
100
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Posted - 2014.06.03 23:08:00 -
[2] - Quote
Web on a long range Malediction is there for keeping the target away rather than catching it I guess. Overall this is not the best choice for an interceptor because the tackling role can be fulfilled by other ceptors just as good and the DPS with light missile launchers is anemic, I fought vs a Stiletto once and I couldnt do **** to him with this thing. Rockets are even more of a waste on this platform because the DPS is only marginally higher and you still lack survivability because you have to go into brawl range.
Basically you can keep the light missile launcher fit and ***** on killmails if you want to tackle stuff but dont expect to add any meaningful DPS to the battle. Try the Crusader for a combat ceptor (excellent ship) or a Crow/Stiletto for a tackling ceptor maybe, I guess they perform better because you can fit a med shield extender to them while keeping the speed so they are a bit beefier than the Malediction while having the same bad DPS. |
Miles Winter
Blue Republic RvB - BLUE Republic
8
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Posted - 2014.06.03 23:57:00 -
[3] - Quote
McRoll wrote:Web on a long range Malediction is there for keeping the target away rather than catching it I guess. Overall this is not the best choice for an interceptor because the tackling role can be fulfilled by other ceptors just as good and the DPS with light missile launchers is anemic, I fought vs a Stiletto once and I couldnt do **** to him with this thing. Rockets are even more of a waste on this platform because the DPS is only marginally higher and you still lack survivability because you have to go into brawl range.
Basically you can keep the light missile launcher fit and ***** on killmails if you want to tackle stuff but dont expect to add any meaningful DPS to the battle. Try the Crusader for a combat ceptor (excellent ship) or a Crow/Stiletto for a tackling ceptor maybe, I guess they perform better because you can fit a med shield extender to them while keeping the speed so they are a bit beefier than the Malediction while having the same bad DPS.
I'm... a little uncertain of your advice here. |
Voyager Arran
GoonWaffe Goonswarm Federation
243
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Posted - 2014.06.04 02:53:00 -
[4] - Quote
Maledictions and Crows have a somewhat unique combination of strengths that make them a pain in the ass to deal with. In a Light Missile Fit, they can apply their damage while still making full use of their impressive MWD sig tanks and staying far enough away from a target to avoid getting hard tackled or neuted out, and (at least pre-Kronos) an Interceptor moving at MWD speeds would play havoc with drone behavior, such that even things that probably were meant to be able to deal with them like a flight of bonused Warriors ended up overshooting constantly and not actually applying any damage. Combined with their nullification, you end up with a skirmishing platform that is maddeningly difficult to catch in the best of circumstances.
Other Interceptors have to worry about outrunning their own tracking in long range fits or everything that normally kills the **** out of Frigates when they brave hard tackle range (and also lose the option of disengaging at will).
Of course, the downside is that their DPS on an individual is anemic. A fleet or small gang of Crows and Maledictions can threaten larger targets and even pick off stragglers from full-sized fleets while being generally able to avoid return fire and disengage from situations that start to get overwhelming, but there are very few things they can kill by themselves in a reasonable amount of time and they don't have the Talwar's ability to alpha things that have logistics support on the field.
As part of a mixed fleet they still make great skirmishers, but you're basically just another light tackle at that point.
You can probably make some alright close range fits with them (anything with missiles and four mids has at least some dueling potential), but you would be losing what makes them exceptional. |
Miles Winter
Blue Republic RvB - BLUE Republic
8
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Posted - 2014.06.04 03:08:00 -
[5] - Quote
Thanks, that gives me a lot of info that coincides with what else I've heard and witnessed.
Regarding DPS - is there anything tricky about missiles in that regard? I know you've got a delay from travel time, but once you start hitting it's still applying 70-100 dps, no? |
Voyager Arran
GoonWaffe Goonswarm Federation
243
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Posted - 2014.06.04 03:34:00 -
[6] - Quote
Nope! Light Missiles will apply damage quite well to damned near everything short of another MWD Interceptor.
It's just that 70-100 DPS means it takes you like 5 minutes to solo kill a T1 Cruiser, which is a very long time for something to prevent you from killing them (like them jumping through a gate or docking) and you probably won't be able to break anything with an active tank or shield regen fit. |
Miles Winter
Blue Republic RvB - BLUE Republic
8
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Posted - 2014.06.04 05:22:00 -
[7] - Quote
I've made an updated fit, designed for long range tackle and skirmish: https://i.imgur.com/rq2KsPL.png
I wasn't really sure what to stick in the low slots other than nanofibers and overdrives, so that's what I did. Adding the shield extender in the midslot basically doubled the ehp from some previous versions I had with armor tanks. |
Starbuck05
Evil Monkey Asylum Exploding Supremacy
244
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Posted - 2014.06.04 05:29:00 -
[8] - Quote
I personaly used thr malediction as a rocket brawler simply because of high resists and speed. Also the ability to choose wich dps to use is nice.
Granted this was for solo pvp but it worked quite well. -á- I am the commanding officer , u should adress me as sir ! -á- But if i call u sir , what would i call your wife then ?? |
Lloyd Roses
Artificial Memories
608
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Posted - 2014.06.04 07:09:00 -
[9] - Quote
Shoud go for an MSE fit with double-nano and overdrive. Shieldmalediction goes 5km/s+ and has way better agility than the crow - aswell as selectable damage. You can also tank warriors/hobs/LMLs for quite a long time.
Would not recommend to move into web/scram/neutrange. That's how ceptors die. "I honestly thought I was in lowsec"
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Miles Winter
Blue Republic RvB - BLUE Republic
8
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Posted - 2014.06.04 07:59:00 -
[10] - Quote
Lloyd Roses wrote:Shoud go for an MSE fit with double-nano and overdrive. Shieldmalediction goes 5km/s+ and has way better agility than the crow - aswell as selectable damage. You can also tank warriors/hobs/LMLs for quite a long time.
Would not recommend to move into web/scram/neutrange. That's how ceptors die.
This is, in fact, the new design I linked just a couple posts up. Although I went with 2x overdrive and 1x nano. Why do you recommend the nanofibers? Is the align time and agility really that necessary? |
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Majuan Shuo
Silver Guardians
55
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Posted - 2014.06.04 11:54:00 -
[11] - Quote
Too much speed and not enough agility means a lower orbiting speed as it needs to slow down to maintain a healthy orbit. 2x nano 1x overdrive allow a similar top speed with a better orbit. Also, yes align time is not meaningless. Others take you. |
Miles Winter
Blue Republic RvB - BLUE Republic
8
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Posted - 2014.06.04 13:04:00 -
[12] - Quote
Majuan Shuo wrote:Too much speed and not enough agility means a lower orbiting speed as it needs to slow down to maintain a healthy orbit. 2x nano 1x overdrive allow a similar top speed with a better orbit. Also, yes align time is not meaningless.
I'm aware of the how, what I don't understand is the why.
If I'm orbiting at 27-30km's, is the malediction really going to struggle with turning fast enough to maintain that orbit at 5km/s? |
Skeleton Queen
Red Federation RvB - RED Federation
1
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Posted - 2014.06.04 16:13:00 -
[13] - Quote
Up close please. |
Riot Girl
You'll Cowards Don't Even Smoke Crack
3309
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Posted - 2014.06.04 17:55:00 -
[14] - Quote
Miles Winter wrote:Is the align time and agility really that necessary? Depends who you're fighting. You just have to use your own discretion and act wisely. Oh god. |
Alaric Faelen
Sabotage Incorporated Executive Outcomes
266
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Posted - 2014.06.06 16:45:00 -
[15] - Quote
I fit all Ceptors for long range warp jamming and short range weapons.
The Ceptor's role is not application of DPS, and weapons are the last thing to get mounted. Long range jamming and speed are the primary mechanics involved, with DPS being bottom of the list. Many Ceptor fittings don't even bother mounting weapons, and few FC's will care if you bother activating anything but warp jammers. Even within large alliance doctrines, rarely is there a standard fitting for Ceptors, instead fitting advice is pretty much- as long as it has an MWD and warp distruptor, it is an Interceptor. If you are looking to kill things with a Ceptor, you are likely using the wrong ship type for the task.
I use short range weapons to clear off drones, with a secondary role of harassing fast enemy ships that get in among our logi ships. Beyond that, weapons on a Ceptor are an afterthought. There is virtually always something more useful a Ceptor can be doing than adding a paltry amount of DPS to a fight. Tackle, scouting, rolling safes, warp to spots for the FC to GTFO......
As for the Malediction itself- a personal favorite of mine. I fit with rockets, long and short points, MWD, and agility/resists. Sometimes I like a repper, since I am often in and out of logi range too quickly for them to even get me locked. But mostly it's just pure speed tanking.
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Skelee VI
Wraithguard. Dirt Nap Squad.
45
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Posted - 2014.06.26 15:55:00 -
[16] - Quote
Dont listen to these nubs. The Malediction is an awesome inty. Job is to tackle and it does it well. Kyte and speed fit for sure is the best fit.
3 x Light Missle Lanchers 1 x upgraded microwarpdrive 1 x Warp Disruptor II 1 x Warp Scrambler II
1 x Inertia Stabilisers II 1 x Nanofiber Internal Structure II 2 x Overdrive Injector system II
2 x Small Target System Subcontroller
drop some quafe, fleet booster! never get too close to target, stay out of web scram range.
I must say i hate nullified inties though, become the taxis!
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SFM Hobb3s
Wrecking Shots Black Legion.
87
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Posted - 2014.06.26 16:13:00 -
[17] - Quote
I like Skelee's fit, mine is not too far off but I use saar. Long point yes, but also web (though scram is an equally great idea). If you are part of a gang that web/scram will still be very useful regardless if you are set for long range. There were be many times your gang has something tackled on a gate and it is trying to burn back to gate, this would be the time to use your web/scram.
Brawling with a defense fleet, well, keep your range at all times and use your web/scram only defensively. Don't fall for bait. |
elitatwo
Congregatio
249
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Posted - 2014.06.27 04:32:00 -
[18] - Quote
Up close or far away?
That is a very good question!
One answer is, that all combat ships in EVE have to answer it. It really isn't any different on any other ship. You can fit combat ships in four ways,
- the buffer close range fit - the buffer long range fit or kite fit - the active tank close range fit and - the active tank long range or kite fit
On some of the ships not all of the four ways are viable. For small missile boats both long range and short range missiles will work just fine.
Amarr ships flavor armor tanking over shield tanking and since the Malediction is a small craft that relys on speed and agility to survive, any kind of armor buffer fitting would decrease your ability to move around quickly, so those options are not viable.
The upside is, rockets and light missiles are almost okay and you need to find out, what you prefer to do, brawling or kiting.
Both ways are fine and kiting helps with keeping your boat from exploding if you feel that the fight isn't quite going your way, all the while with brawling you need to stay alive until your opponents boat explodes.
Do not get confused on some values on your fitting screen, especially for light missles.
Your fitting screen may show a low (considered) value as your missile dps but dps is the least amount of important for them. The value of your grouped missile launchers combined damage that is going to hurt your opponents boat is.
People are too obsessed with those dps values, which get younger folks and newer players only confused. signature |
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