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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 12:18:00 -
[31]
Originally by: Thenoran
Originally by: Durzel Edited by: Durzel on 28/04/2009 11:30:30 Couple of points I've managed to glean from research on the same subject (I'm heading towards a Curse myself, though I may go Pilgrim instead as well):
- 2 Egress Rigs perform worse than 1 Egress & 1 CCC - 400 charges are more efficient than 800s - Balmer has the exact same stats as TD2, at a lower activation cost (remember cap is life on this ship)
Also, unless you intend to keep at least 2 neuts on the target at all times then you're going to end up with 12/sec cycle times between neuting which is more than enough time for most targets to get enough cap to do something to ruin your day or prolong the fight unnecessarily. A small neut would probably be better - when they're dry it's not how much cap you're neuting but the frequency.
HTH
I'll use 3 Neuts and wait 4 seconds before activating nr 2 and then another 4 seconds for nr 3. That way the cap will get nuked every 4 seconds. Balmer is extremely expensive if I recall. I'll have to check about Egress and CCC when you take in a Cap Booster.
Balmer is about 3m I think, not that crazy really.
I'm struggling to see how you will be able to run even 2 med neuts without having to use your cap booster constantly.
As stated with an all-med neut setup you'd have to be running at least 2 of them to keep the cycle time respectable. When you consider you're going to be right on top of them anyway it really does make sense to use a small neut that has a 6 sec cycle time/up to 108 cap drain. That's plenty to keep something dry.
I'm speculating a bit though because I'm in the same boat as you, and I haven't actually flown either the Curse or the Pilgrim yet.
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honey bunchetta
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Posted - 2009.04.28 12:33:00 -
[32]
Edited by: honey bunchetta on 28/04/2009 12:36:15
Originally by: Durzel
Originally by: honey bunchetta
You seem to know a lot about this so can i ask if the curse is not the better solo ship?, and how is this fit?.
HIGHS 4 x med diminishing NOS. 1 x med unstable neut.
MIDS 1 x 10mn best named mwd. 1 x T2 point. 1 x invul T2. 1 x T2 large shield extender. 1 x large shield booster T2. 1 x "balmer" tracking disruptor.
LOWS 3 x overdrive T2. 1 x DCU.
RIGS 2x PG rigs T1.
Using the neut with everything running runs the cap down in just over 2 mins but it is cap stable (-57.4 vs +60.3 at peak) running everything without the neut so a little bit of cap managment ect will keep your target empty and all your tank/tackle modules running.
Also zips about at a reasonable 1922ms with my skills but only does a max of 238dps due to drone only damage.
So do i need to use:
1. A differant extender/invul combo for better resists or shield hp.
2. A differant setup in the high slots that includes laser turrets for more dps.
3. A totally differant setup entirely cos this one sucks gigantic sweaty donkey balls.
If YES to any of the above please include any adjustments in your reply.
Thank you.
I think that's the worst Curse fit I've ever seen.
T2 rigs?
OOPS i missed that bud as they are T1 rigs i must have done a typo (corrected) my bad sori.
Originally by: Durzel 3 NOS and a single neut, zero cap mods and to cap it all off a LSB which itself uses a lot of cap.
The 4 NOS can just perma run everything without the nuet, and that can be alternated on and off to suit.
Originally by: Durzel The only possible way I could see that fit working would be if you left the LSB running (so your NOS actually works) and only ever attacked battleships. Even then you're hamstringing yourself because unless the target has zero cap they'll just endlessly rep the piddling damage you're doing with drones.
The NOS drain 72 cap per 6 seconds each so staggering all 4 drains 72 cap per 1.5 ish seconds along with running the nuet/shield booster/MWD combo to keep your cap down to a point you continue to drain the target, i did mention that in my post btw.
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.04.28 12:39:00 -
[33]
Please guys, this is not a Curse thread. Curse doesn't have a Covert Ops cloak, and that's all the reason I need to want the Pilgrim instead. Balmer at 3mil is acceptable, thought they were like 11mil, must've been a while ago.
Modified my setup a little:
[Pilgrim, Solo Recon IV IV] Damage Control II Medium Armor Repairer II 800mm Reinforced Rolled Tungsten Plates I Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane
10MN Afterburner II Faint Epsilon Warp Scrambler I Balmer Series Targeting Inhibitor I, Optimal Range Disruption Balmer Series Targeting Inhibitor I, Optimal Range Disruption Medium Capacitor Booster II, Cap Booster 800
Covert Ops Cloaking Device II Medium Energy Neutralizer II Medium Energy Neutralizer II Medium Diminishing Power System Drain I
Capacitor Control Circuit I Egress Port Maximizer I
Hammerhead II x5 Hobgoblin II x5 Warrior II x5 Vespa EC-600 x5
Swapped a Neut for a NOS, reducing cap need quite a bit, I think I can safely say if two Neuts, a NOS and all the other E-War I'll be using isn't enough, one more Neut won't make the difference. Medium Cap Booster II has 8m3 more storage capacity and costs less than Electrochemical I think. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 12:40:00 -
[34]
Edited by: Durzel on 28/04/2009 12:41:15
Originally by: honey bunchetta stuff
But NOS assumes they have cap to begin with. If you NOS a ship down to zero cap then continuing to NOS them yields no benefit at all, and that 72 cap every 1.5 seconds you're relying upon disappears.
The reason the fit fails is due to the following: - If they have less cap (%) than you, you'll get nothing at all - If you run them down to zero, as you'd need to in order for your drones to be effective your NOS(es) would stop working completely
If you attack anything smaller than you then they a) probably won't have much cap to give you to start with and b) won't have it for very long once you start NOS'ing them.
As stated the only way that fit would work is if you have practically zero cap yourself for the entire duration of the fight, and you'd be relying on your target having near zero cap as well (so they don't rep), but not too much that they end up with more (%) than you so you don't get anything at all.
3 NOS just won't work - at best you'll end up in a stalemate, at worst you'll end up with your own modules switching off.
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 12:47:00 -
[35]
Originally by: Thenoran Please guys, this is not a Curse thread. Curse doesn't have a Covert Ops cloak, and that's all the reason I need to want the Pilgrim instead. Balmer at 3mil is acceptable, thought they were like 11mil, must've been a while ago.
Modified my setup a little:
[Pilgrim, Solo Recon IV IV] Damage Control II Medium Armor Repairer II 800mm Reinforced Rolled Tungsten Plates I Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane
10MN Afterburner II Faint Epsilon Warp Scrambler I Balmer Series Targeting Inhibitor I, Optimal Range Disruption Balmer Series Targeting Inhibitor I, Optimal Range Disruption Medium Capacitor Booster II, Cap Booster 800
Covert Ops Cloaking Device II Medium Energy Neutralizer II Medium Energy Neutralizer II Medium Diminishing Power System Drain I
Capacitor Control Circuit I Egress Port Maximizer I
Hammerhead II x5 Hobgoblin II x5 Warrior II x5 Vespa EC-600 x5
Swapped a Neut for a NOS, reducing cap need quite a bit, I think I can safely say if two Neuts, a NOS and all the other E-War I'll be using isn't enough, one more Neut won't make the difference. Medium Cap Booster II has 8m3 more storage capacity and costs less than Electrochemical I think.
I like that fit (though I'm unsure as to how effective the NOS will be in practice).
Do you need to run the cap booster constantly to be effective? I always figured you should aim for the cap booster to be a "last resort" or long engagements thing, but *shrug*
I'm currently looking at a similar Pilgrim fit but trying to work out whether I should go with a web or a 2nd TD.
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Maisonian
Amarr The Green Machine
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Posted - 2009.04.28 13:24:00 -
[36]
Just a few pointers for those who have yet to fly either of these ships:
- *IF* you have picked a cap-reliant/turret based ship as a target, even a BS is cap dead in between 1 min and 30s (dependant on implants) - Try not to waste a high slot on a NOS, imho they're too broken & unreliable to play an integral part in any setup. Cap Booster 800s will be much more reliable when needed - Fights dont last very long against a pilgrim...imagine it like a snake coiled in the undergrowth that pounces and bites its victim. The victim flails around aimlessly for a while before the venom takes hold and they become paralysed. This is the very essance of cap-warfare, 60s of cap stability is all that is really needed (initial attack) but then after that you can keep them dry as a bone with a single Neut and use that cap for MAR if needed. - The curse IS cursed...people see this ship in local and everyone goes AAAAAAAAAAAGH, do it in a pilgrim and people carry on about their business without a second thought. Wicked ship in gang warfare though. - *MOST* ships in combat-specific areas will have MWDs fitted in place of an AB. I've always been a fan of the AB for reliable, cap stable performance but it seems people still think 'M' is for 'Mandatory'. Close-range scram takes this out of the equation which is awesome against ships that require it. - Drakes hurt...lots (although in the hands of a compitent pilot they still go down hard) - Always carry BOTH types of TD script, bigger targets need tracking disruption but smaller ones (e.g. AC Hurricane) can have their damage mitigated with Range Disruption. - Use CB 800s over 400s. Simple reason is that 2 400s = 1 800, by the time you've used and reloaded a set of 400s, the 800 was used and loaded in 2/3 of the time. - There are a LOT of things to ballence when flying this ship but if done properly, it can be ferrocious. Train with it on ships such as cruisers before headding out into the big scary world of BC and BS kills.
Happy flying!
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honey bunchetta
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Posted - 2009.04.28 13:26:00 -
[37]
Edited by: honey bunchetta on 28/04/2009 13:28:03
Originally by: Durzel
But NOS assumes they have cap to begin with. If you NOS a ship down to zero cap then continuing to NOS them yields no benefit at all, and that 72 cap every 1.5 seconds you're relying upon disappears.
The reason the fit fails is due to the following: - If they have less cap (%) than you, you'll get nothing at all - If you run them down to zero, as you'd need to in order for your drones to be effective your NOS(es) would stop working completely
If you attack anything smaller than you then they a) probably won't have much cap to give you to start with and b) won't have it for very long once you start NOS'ing them.
As stated the only way that fit would work is if you have practically zero cap yourself for the entire duration of the fight, and you'd be relying on your target having near zero cap as well (so they don't rep), but not too much that they end up with more (%) than you so you don't get anything at all.
3 NOS just won't work - at best you'll end up in a stalemate, at worst you'll end up with your own modules switching off.
I was trying to modal it on a NOS domi fit i tried on sissi in 1 v 1 that totally kicked ass (although it was twin armour rep fitted), but now i think about it i did run all my tackle/hardeners off the NOS and natural recharge and quite often one of the LARS, but i also had fitted a injector with 800's so if i needed to i could drop in 800 cap and insta activate my dual LAR to use it up.
The curse has the advantage of speed and a TD though.
If i alter a couple of fittings i can fit 2 x med neuts 3 x med nos and a med injector, that would keep everything running easily as well as the NOS giving me the option not to need to use the boosters in virtually EVERY fight if i am roaming far from a available market.
If you had not figured it out yet im trying to find a effective solo curse fit that does not rely on needing to refuel with booster charges very much or perferably at all.
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Morel Nova
z3r0 Gravity
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Posted - 2009.04.28 13:27:00 -
[38]
I generally run the cap booster quite a lot, but thats fine because your target is going to be struggling a lot more than you are, also you can run some of the neuts perma once he is capping out.
I wouldnt bother with a nos unless you do a dual MAR setup. I'v tried these but didnt like them so much. neuting the enemy quicker down to 0 cap is more useful.
I run this:
[Pilgrim, Lady in red - 1600] Medium Armor Repairer II 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II
Dread Guristas Warp Scrambler 10MN Afterburner II Balmer Series Targeting Inhibitor I, Optimal Range Disruption Balmer Series Targeting Inhibitor I, Optimal Range Disruption Medium Capacitor Booster II, Cap Booster 800
Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Medium Energy Neutralizer II Covert Ops Cloaking Device II
Trimark Armor Pump I Trimark Armor Pump I
Hammerhead II x5 Vespa EC-600 x5 Warrior II x5 Hobgoblin II x5
small neuts cycle fast and are excellent for keeping people capped out without hurting yours much. been thinking of putting an ACR on there to get another medium neut on, would probably be the better option. Put in space whales!
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 13:29:00 -
[39]
Originally by: Maisonian Tips
Thanks a lot for that.
I have a few questions, I hope you don't mind and hopefully it'll benefit the OP too:
1. Given the choice between a web and a 2nd TD which would you pick? 2. Would you always pick a cap booster over, say, a large cap battery assuming you can squeeze it on? 3. When you say "you can keep them dry as a bone with a single Neut" - I presume you mean a small neut? If not, won't the 12 sec cycle time mess things up?
Thanks!
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Morel Nova
z3r0 Gravity
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Posted - 2009.04.28 13:32:00 -
[40]
Originally by: honey bunchetta
If i alter a couple of fittings i can fit 2 x med neuts 3 x med nos and a med injector, that would keep everything running easily as well as the NOS giving me the option not to need to use the boosters in virtually EVERY fight if i am roaming far from a available market.
but what cap are you going to be draining? if your target has more cap then you you are screwing up pretty badly. Put in space whales!
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 13:38:00 -
[41]
Forget about NOS on the Curse (and the Pilgrim imo). If your target has more cap than you you'll never kill them, and if they have less cap than you then your NOS won't work at all.
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Morel Nova
z3r0 Gravity
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Posted - 2009.04.28 13:39:00 -
[42]
Originally by: Durzel
Originally by: Maisonian Tips
Thanks a lot for that.
I have a few questions, I hope you don't mind and hopefully it'll benefit the OP too:
1. Given the choice between a web and a 2nd TD which would you pick? 2. Would you always pick a cap booster over, say, a large cap battery assuming you can squeeze it on?
There has been much debate on the 2x TD vs web. I prefer dual TD because it also lets me tracking disrupt and kill battlecruisers (optimal range disruption here often). I dont see myself being able to kill a hurricane without dual TD, but maybe thats not the case. I'v always run with dual TD and they have served me well.
I always go for injector over battery. even if the battery supplied enough cap not being instantly wtfbbq:ed when the target happen to have neuts is nice. Put in space whales!
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Morel Nova
z3r0 Gravity
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Posted - 2009.04.28 13:41:00 -
[43]
Edited by: Morel Nova on 28/04/2009 13:41:28
Originally by: Durzel Forget about NOS on the Curse (and the Pilgrim imo). If your target has more cap than you you'll never kill them, and if they have less cap than you then your NOS won't work at all.
There is one use for a nos. if you have dual MAR it can help you run them while you kill drones if its something with a lot of powerful drones (Megathron with Ogre IIs webbing you for example) Put in space whales!
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 13:47:00 -
[44]
Originally by: Morel Nova I always go for injector over battery. even if the battery supplied enough cap not being instantly wtfbbq:ed when the target happen to have neuts is nice.
Fair enough, I just find it a little disconcerting having to rely on cap boosters to be effective (i.e. to be able to neut the target). The setups I've been looking at, and ones in this thread, wouldn't seem to work without having to use the cap booster.
My nightmare I guess would be going out and engaging something and finding that I'd run out of booster charges the day before and hadn't noticed, and end up in a fight I can't sustain (or worse still would lose with no hope of escape) when a cap battery setup seems to be a more "consistent" proposition.
I can see the benefit of a cap injector for those "OH SH*T" moments, but I figure if you end up aggressing something that has a neut you'd probably want to back off anyway (?)
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Benedikt Miloslav
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Posted - 2009.04.28 13:53:00 -
[45]
Originally by: Durzel Forget about NOS on the Curse (and the Pilgrim imo). If your target has more cap than you you'll never kill them, and if they have less cap than you then your NOS won't work at all.
NOS is still very useful for the Curse in-case you get a second or third enemy in range - the extra cap will let you last longer as you won't use as many boosters.
Even in 1v1, the NOS can take a bit of cap from a ship with boosters, but I wouldn't fit more than one.
With the Pilgrim, the problem really is the lack of high slots. As such, I usually run with 2 small neuts and 1 med - the 2 meds setup is better against cap boosting ships, but a cycle of 3 seconds between neuts will be vastly superior in keeping the enemy's cap at 0 while not using much of your own. It also allows you to fit a 1600mm plate and MAR - with 2 med neuts, you'd have to downgrade to 1600mm + SAR or 800mm + MAR.
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 13:57:00 -
[46]
Edited by: Durzel on 28/04/2009 14:00:17 Edited by: Durzel on 28/04/2009 13:58:27
Originally by: Benedikt Miloslav As such, I usually run with 2 small neuts and 1 med - the 2 meds setup is better against cap boosting ships, but a cycle of 3 seconds between neuts will be vastly superior in keeping the enemy's cap at 0 while not using much of your own. It also allows you to fit a 1600mm plate and MAR - with 2 med neuts, you'd have to downgrade to 1600mm + SAR or 800mm + MAR.
I must admit I'd never thought of that. Whilst the fight would last a bit longer (slightly longer to drain them), you'd have a lot more EHP too. Maybe even enough to take on a Raven? 
e: I guess my last question would be given you'd be using small neuts with 6.3k (7.3k faction) range - is it still possible to maintain such a close orbit without using a web & just having your AB going constantly?
I'm so used to sniping stuff in a BS I think I've forgotten how to orbit lol 
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Morel Nova
z3r0 Gravity
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Posted - 2009.04.28 13:59:00 -
[47]
Originally by: Durzel
I can see the benefit of a cap injector for those "OH SH*T" moments, but I figure if you end up aggressing something that has a neut you'd probably want to back off anyway (?)
not necessarily, you'd have to decide depending on how hard hes hitting you. a raven running a heavy neut is going to use a lot of cap for that helping you drain him quicker. of course its going to chew through your booster supply faster.
going for long roams where rats drop cap boosters is neat too. not quite sure exactly who does, but at least sansha drop lots. You can also team up with a rapier buddy and have him haul boosters for you =) Put in space whales!
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Morel Nova
z3r0 Gravity
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Posted - 2009.04.28 14:05:00 -
[48]
Edited by: Morel Nova on 28/04/2009 14:06:13
Originally by: Durzel
I must admit I'd never thought of that. Whilst the fight would last a bit longer (slightly longer to drain them), you'd have a lot more EHP too. Maybe even enough to take on a Raven? 
ravens are usually not a big problem since you can speed tank them fairly well. still, it takes a while to do it so if hes got backup hope you can pop him first.
http://eve.danlind.se/killboard/?a=kill_detail&kll_id=1539
not exactly a perfect setup, but you can see he can put out some decent damage, and that was no problem at all to tank with a single MAR (I tend to bring exile boosters for those OMG moments too just in case, but didnt use one here)
Put in space whales!
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Benedikt Miloslav
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Posted - 2009.04.28 14:07:00 -
[49]
Originally by: Morel Nova You can also team up with a rapier buddy and have him haul boosters for you =)
Or a blockade runner alt. Seriously, if you're going into enemy 0.0, even with a fitting that doesn't require cap boosters, the Curse and Pilgrim have an awfully small cargo bay. So I often use an alt in blockade runner to loot the stuff and bring extra boosters.
Alts like that are rather easy to train and the ship itself doesn't cost much either.
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.04.28 14:07:00 -
[50]
I suppose I could stick with three neuts, but avoid using them constantly all the time. Instead use three at the start to nuke the cap and maybe cycle between them to keep cap down. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 14:08:00 -
[51]
Edited by: Durzel on 28/04/2009 14:10:31
Originally by: Morel Nova Edited by: Morel Nova on 28/04/2009 14:06:13
Originally by: Durzel I must admit I'd never thought of that. Whilst the fight would last a bit longer (slightly longer to drain them), you'd have a lot more EHP too. Maybe even enough to take on a Raven? 
ravens are usually not a big problem since you can speed tank them fairly well. still, it takes a while to do it so if hes got backup hope you can pop him first.
http://eve.danlind.se/killboard/?a=kill_detail&kll_id=1539
not exactly a perfect setup, but you can see he can put out some decent damage, and that was no problem at all to tank with a single MAR (I tend to bring exile boosters for those OMG moments too just in case, but didnt use one here)
Nice. You clearly know your Pilgrims.
I'll run with the 2 small/1 med neut/cap booster setup and see how I fare. It's probably safer while I'm training up Recon V and the other ancilliary cap reduction skills anyway.
Thanks! (and sorry for semi-hijacking the OPs thread)
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honey bunchetta
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Posted - 2009.04.28 15:45:00 -
[52]
Originally by: Morel Nova
Originally by: honey bunchetta
If i alter a couple of fittings i can fit 2 x med neuts 3 x med nos and a med injector, that would keep everything running easily as well as the NOS giving me the option not to need to use the boosters in virtually EVERY fight if i am roaming far from a available market.
but what cap are you going to be draining? if your target has more cap then you you are screwing up pretty badly.
I did this in my NOS domi fit to huge success in 1 v 1 fights on SISSI and apart from a massivly pimped navy raven with a huge passive shield tank i won every match, and even the raven did not pop me as he was so pimped for passive tanking ect he had not bothered fitting a web, point or even a MWD...so i just warped off..
Cap managment on that fit was just a matter of timing and knowing the cycle time and cap use of your mods, and its even easier now each module has a white line around it telling you how long it has left before its cycle ends..
On the curse fit if the target has more cap than me i will drain him with my NOS and nuets and be fine mwding and boosting ect until we are both empty, when he has less cap than me i either run my neuts/mwd/booster and my nos so we both become empty.
When we are both empty i run my tackle/TD ect off my natural cap recharge and whatever my nos drain from him, if i have any excess CAP i use it up with either my neuts/mwd or shield booster depending on the circumstances so my nos will continue to drain him.
The TD takes care of standard turrets until the ship using them is drained and obviously any capless turrets as well. It is obviously faster than large drones and with implants it is also faster than the max mwd speed of hammerhead T2's and vespa T2's.
Id have to check its tank vs missiles while doing its max orbit speed of around 2200-2500ms (depending on implants) and its gonna have issues against a good passive regen shield tank but then no solo fit is a pwn all mobile or it would soon be nerfed into the ground.
Like i said i have not tested this yet but its basic design principal worked awsomely in 1 v 1 fights in a domi that did not have the benifit of speed or a TD and had to rely on pure cap managment and rep.
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Endless Subversion
The Accursed
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Posted - 2009.04.28 19:13:00 -
[53]
Has anyone mentioned that sleepers switch targets and WILL target and dps your pilgrim.
Also, passive drakes and nighthawks are the bane of the pilgrim. They're capless and can easily perma tank you.
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.04.28 20:26:00 -
[54]
Originally by: Endless Subversion Has anyone mentioned that sleepers switch targets and WILL target and dps your pilgrim.
Also, passive drakes and nighthawks are the bane of the pilgrim. They're capless and can easily perma tank you.
Passive missile boats are something to avoid, yes. Not going to hunt Sleepers, I'm going into W-Space to hunt ships that carry pods. Btw something I noticed once or twice, ECM Burst.
What potential use could it have, purely for gtfo times or would it potentially screw enemy (ECM) drones/ships? ------------------------ Low-sec is like sailing along the coast of Somalia...
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.28 20:47:00 -
[55]
Edited by: Durzel on 28/04/2009 20:49:37
Originally by: Endless Subversion Has anyone mentioned that sleepers switch targets and WILL target and dps your pilgrim.
Also, passive drakes and nighthawks are the bane of the pilgrim. They're capless and can easily perma tank you.
Yeah, I think if you're going to go cruising WHs for PvP then of the two Curse is really your only option. It can afford to lose a high slot to the essential probe launcher, and since it operates at range if you engage a target who is already dealing with Sleepers then you should be able to keep enough distance. Plus with delayed local there's less of a risk of you being spotted straight away.
Obviously that's all hypothetical though.
Originally by: Thenoran Not going to hunt Sleepers, I'm going into W-Space to hunt ships that carry pods.
I think the point he was trying to make is that in the Pilgrim you're forced to be right on top of the person you're attacking, and if he's in the midst of fighting sleepers when you drop in on him then they will switch targets to you, particularly if you have a much weaker tank (or even randomly as they tend to do).
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Imogen Filiotov
Amarr Gene Works Initiative Associates
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Posted - 2009.04.28 21:38:00 -
[56]
Tracking Disruptor plz for the pilgrim. Look at the bonuses! Even 1 can effectively kill there weapons since at IV you should have some decent range. I would go over neuts and keep a nos for when your cap is really low!
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.04.28 22:36:00 -
[57]
Originally by: Durzel Edited by: Durzel on 28/04/2009 20:49:37
Originally by: Endless Subversion Has anyone mentioned that sleepers switch targets and WILL target and dps your pilgrim.
Also, passive drakes and nighthawks are the bane of the pilgrim. They're capless and can easily perma tank you.
Yeah, I think if you're going to go cruising WHs for PvP then of the two Curse is really your only option. It can afford to lose a high slot to the essential probe launcher, and since it operates at range if you engage a target who is already dealing with Sleepers then you should be able to keep enough distance. Plus with delayed local there's less of a risk of you being spotted straight away.
Obviously that's all hypothetical though.
Originally by: Thenoran Not going to hunt Sleepers, I'm going into W-Space to hunt ships that carry pods.
I think the point he was trying to make is that in the Pilgrim you're forced to be right on top of the person you're attacking, and if he's in the midst of fighting sleepers when you drop in on him then they will switch targets to you, particularly if you have a much weaker tank (or even randomly as they tend to do).
I'll just wait till there are only one or two left, or he is near death himself  ------------------------ Low-sec is like sailing along the coast of Somalia...
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.04.29 09:21:00 -
[58]
One more question for the Pilgrim experts 
Enemy web and scram will be hampered by neuting their cap, but by how much? Say I see a nice Thorax in a belt and go for it, his drones are down and it's only a matter of time for my drones to chew through his armor.
I notice local spiking like mad, his friends are gonna be here in a few seconds. Using 5 EC-600s and neuting the heck out of said Thorax (and burning away in AB), what are the odds I'd still be webbed and scrammed? ------------------------ Low-sec is like sailing along the coast of Somalia...
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Durzel
The Xenodus Initiative.
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Posted - 2009.04.29 09:35:00 -
[59]
I think I'd be wary of anyone ratting with a web & scram, can you say bait ship? 
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.04.29 09:37:00 -
[60]
Originally by: Durzel I think I'd be wary of anyone ratting with a web & scram, can you say bait ship? 
Won't know if he has those fitted till I attack him do I  ------------------------ Low-sec is like sailing along the coast of Somalia...
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