Ithildin
Gallente The Corporation
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Posted - 2006.10.02 16:23:00 -
[3]
Interceptor use 1 - Fast tackler. Webs, but mostly scramblers, and MWD.
Interceptor use 2 - Attack ship. Does decent damage and is really hard to kill if the inty stays alert.
Assault Ship/Frigate use 1 - PvE, can handle most missions. With really good skills and a lot of time they can even handle level 4 missions solo.
Assault Ship/Frigate use 2 - Some of them are good at poping off interceptors and frigates, basically acting point defence for bigger ships.
Covert Ops - Look at the pretty enemy and then find their safe spots fast when they think they are safe (well, in theory, probes are a bit weird).
Stealth Bombers - Wait at gate until something you can kill comes along (industrial or frigate). Not very useful by large.
Interdictors - In 0.0 they can launch interdict spheres, which acts like Mobile Warp Disruptors. When inside their effect, you cannot warp. Additionally, will pull other ships out of warp at the edge of the bubble if their intended warp-to point was in line with the bubble.
Heavy Assault Ship/Cruiser - Like a cruiser, except it survives getting hit. Also they hit harder.
Command Ships/Battlecruisers (Gang) - Sit at a safe spot and make everyone else in gang better.
Command Ships/Battlecruisers (Thatotherthing) - Like a HAC, except not as agile but tanks a lot better. And deals even more damage.
Transports - Industrial with better tank. Generally smaller cargoholds by a small margin. One of the two is stabbed and really fast before you fit modules on it.
Freighters - Really big, I mean HUGE, industrials without any slots for tank, AB, guns, or anything. Slow as a glacier, too. Move the corp hangars in one run.
Dreadnoughts - Destroy enemy POSes and take their stations. Really strong tank, but costs money to use and move.
Carriers - Send Fighter Drones to gang mates from safespots mostly. Although there's been a few skirmishes with carriers in close combat using nosferatus and smartbombs.
Carriers logistics - Move ships and POS fuel more or less risk free past gate camps and enemy patrols. REALLY long jump range
Motherships - Like carriers, except they are immune to ECM, Dampening, Tracking Disruption (HA! You can't nerf any of my 0 guns!), scrambling, webbing, or any EWar. Can be nosferatued, though.
Motherships logistics - See Carrier logistics. Larger hangars, though.
Titans - Perfect for fitting, but never using, Xlarge guns. Can use doomsday devices, although 90% of the enemies will have warped out when you use them.
Titans logistics - Like carriers and motherships, although even larger bays still. Also, they can open 1.5 light year jump gates for other ships to use. REALLY short jump range. - Three years old |