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Pinstar Colton
New Lunar Republic Special Tactics Squadron
21
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Posted - 2012.05.04 12:43:00 -
[1] - Quote
I know there is a stacking penalty for having more than one of the same type of module active on a player, and I know that a single web gives a 50% speed reduction. How much exactly would two webs reduce speed with the stacking penalty factored in.
I'm experimenting with a ship that sacrifices a great deal of speed in exchange for an extra large tank and extra firepower. I don't make minerals. I just make ore 20% cooler. |

Pinstar Colton
New Lunar Republic Special Tactics Squadron
21
|
Posted - 2012.05.04 13:14:00 -
[2] - Quote
This is only on paper as I don't quite have the skills to fit this or test this in game yet, but I'm just theory crafting for proof of concept.
Vexor
High Prototype Cloaking Device I Heavy Blaster I X4 (Antimatter Ammo)
Medium Warp Scrambler II Stasis Webifier II X2
Low Damage Control II 1600mm rolled Tungsten Plates Energized adaptive nano membrane II Reinforced Bulkheads II
Drones Heavy X2 Medium X2 Light X1
Warp Jammer Drones as backup
Rigs Medium Armor Pump I X3
Evefit puts this brick at a whopping 17 m/s.
The idea is that I warp to a point of interest where I hope to ambush someone and cloak. When someone comes near, de-cloak and go to town. While I'm effectively immobile, I'm hoping the X2 webs will make them equally as slow. The Scrambler will prevent both warping and MWD to escape, and my massive armor/hull EHP will make burning me down difficult for a similarly sized craft.
If I find myself in a losing fight, release my jammer drones and hope they break my opponent's lock so I can warp out. This whole build could also be built from Meta0-2 modules for a more disposable budget ship. I might swap some of my armor rigs for drone durability rigs if I find my drones are getting picked off too quickly.
I don't make minerals. I just make ore 20% cooler. |

Pinstar Colton
New Lunar Republic Special Tactics Squadron
21
|
Posted - 2012.05.04 13:28:00 -
[3] - Quote
I didn't realize the targeting delay after de-cloaking was so long. Is that 10 seconds the base? Or the modified amount based on your cloaking skill? (Since I know the cloaking skill reduces the delay)
I know this craft cant' warp cloaked. It isn't even intended to move while cloaked, which is why I only bothered getting the Cheap cloak with the heavy speed penalty. It was never my intention to warp onto someone as an ambush. My original concept was a way to punish can flippers in high sec. Mine into a can, grab Vexor, sit 2600 meters away from can cloaked. Wait for greedy can flipper to flip/steal it, decloak and nuke 'em without worrying about Concord.
I don't make minerals. I just make ore 20% cooler. |

Pinstar Colton
New Lunar Republic Special Tactics Squadron
21
|
Posted - 2012.05.04 13:59:00 -
[4] - Quote
mxzf wrote:Actually, I just double checked, the basic T1 cloak has a default recalibration time of 30s, -10% per level of Cloaking (the 10s number was from CovOps cloaks, the only ones I usually use).
Reading what you're doing, I think your best bet would be to fit a single mining laser and no cloak and 2-3 mining drones (to make it look like you can't even field a full set of drones) and then go 1-2j into lowsec and mine in a belt like a complete noob who doesn't know any better. You're young enough that people will likely underestimate you and think you just flew into the system and saw some nice looking ore and stopped to mine, hopefully luring them into overconfidence.
That is very crafty. Kudos to you! I think I'll go that route given how long the sensor recalibration time is.
The only problem with that is that the cloak would let me pick my fights. If a BS warps in on me, I'm toast.
Thank you for the help. I don't make minerals. I just make ore 20% cooler. |
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