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Pinciukas
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Posted - 2009.06.12 09:44:00 -
[1]
Hi, i just would like to ask what do you think about this caracal setup. Would it work well for solo pvp?
http://img190.imageshack.us/img190/8966/caracalg.jpg
All comments are welcome! |
Diomidis
Amarr Mythos Corp RAZOR Alliance
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Posted - 2009.06.12 11:07:00 -
[2]
Edited by: Diomidis on 12/06/2009 11:13:23 Pretty good... Ballistic Control can be swapped for a Damage Control if you wish for a bit more tank, and you should definitely go for faction ammo...
EDIT: also go for low cost fittings when possible... For example the T2 MWD has really-really no advantage for most T1 cruisers, especially this PvP Caracal with shield buffer tank. Using modules that cost more than the hull itself is rarely a good idea - unless you are an experienced ceptor pilot etc and you go for pimping... So fit the 10 MWD T1...same speed, same overheat speed, less tears if u go down... Also T2 AMLs are cheap (not that arbalest AMLs are that expensive) and if you can fit those, do it... |
Gypsio III
Dirty Filthy Perverts
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Posted - 2009.06.12 11:16:00 -
[3]
Looks solid. Yeah, just use a T1 MWD. Use faction ammo and bring all damage types. Ishkurs are a common AF and using kinetic missiles against them is Not Clever - you'll benefit greatly from switching to CN Piranha. |
Radcjk
Caldari Failed Diplomacy Heretic Nation
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Posted - 2009.06.12 13:28:00 -
[4]
Edited by: Radcjk on 12/06/2009 13:29:13 I use a very similar fit to fight / sucker frigates, inties, and AFs. For the most part it works well, but even as a dedicated frigate killer it can go very very wrong. Some things to remember.
AFs: Can take a while to kill. Don't engage too many at once as they'll out dps your buffer before you can bring one down.
Intys: Lure them in. See them, warp from them, land at a new celestial point 70 or so KMs away and generally give the impression that your in a bad spot. When they rush, lock and fire before warp disruptor range. They should be on you by 2nd / 3rd volley, activate point, watch them attempt to escape and die. Due to speed it can be hard to pull thjis off against multiple inties, a small pack of them will usually start warping in and out or trying to evade when they realize your missile / ammo load out.
T1 Frigates - Fire at will.
T1 Cruisers - With most skills at 4 you should be hitting to about 65 kms or so with light missiles. Annoy them from range and watch them close with you. keep aligned some where, and grind em down. By about half their armor buffer they start to reconsider. You now have two options. Leave, counter smacking their smack talk.... turn about, try to get into point range, and maintain distance. Some times this work, some times it doesnt.... its a caracal after all. |
Emerhyz
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Posted - 2009.06.12 17:11:00 -
[5]
I <3 the sig (1170).
If you're going for killing frigs only; Cap Neuts help lots ^_^
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Balcura
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Posted - 2009.06.13 23:13:00 -
[6]
I run a very similar setup, but take a look at a DC II in the low slot next to the BCU II. See if the DPS loss is worth the increased survivibility and longer in fight time.
I also don't use a webber, I swap that for a sensor booster with the lock time script. Generally there is another ship that has a webber (blaster/AC boats) in the gang that will hold the guy in place for you. You could also go with a TP but with assaults I never really noticed a real benifit to me.
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James Lyrus
Lyrus Associates The Star Fraction
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Posted - 2009.06.13 23:49:00 -
[7]
Originally by: Emerhyz
If you're going for killing frigs only; Cap Neuts help lots ^_^
Not on a Caracal they don't. Throwing away an assault launcher with a 60km range good (anti-frigate) DPS, in favour of an energy neutraliser that does what, 12km, takes more fittings, and ... doesn't actually help when you can't do any damage - well, that's just not particularly clever.
You don't need a neutraliser when you have light missiles - they'll hit a frigate quite nicely, anywhere the frigate's near enough to be a nuisance.
About all I'd suggest for the OPs fit is to consider a target painter instead of a web - it'll make a frigate more hittable at longer ranges than the web. Someone's already mentioned 'use faction ammo'.
Also, standard crash booster goes quite nice when doing this sort of thing. |
James Lyrus
Lyrus Associates The Star Fraction
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Posted - 2009.06.13 23:54:00 -
[8]
Originally by: Balcura I run a very similar setup, but take a look at a DC II in the low slot next to the BCU II. See if the DPS loss is worth the increased survivibility and longer in fight time.
That ballistic control II gives you a firepower boost of around 20%. (131dps to 165dps on a T2/all level 5).
A DC II puts you on 20k ehps, from 15k - boosting your effective hitpoints by about 33%.
*shrug*. Personally I'd stick with the BCS, because I like the idea of being able to kill the frigate before it has a chance to disengage (even with a web and a point they usually still have an option to run) |
Rip Striker
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Posted - 2009.06.14 08:27:00 -
[9]
Anti-frig Caracals should carry 2x BCS. Heck, any kind of Caracal should. Anything else is sub optimal.
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