Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Caleb Fury
|
Posted - 2009.07.14 03:12:00 -
[1]
Here is the fit I am currently using in Facwar. It's the only ship where I can contribute to the fight without dying. Plus I think it looks neat.
[Crucifier, What optimal?] Nanofiber Internal Structure II Nanofiber Internal Structure II ?
Phased Monopropellant Hydrazine Boosters F-392 Baker Nunn Targeting Scrambler (Optimal Range) F-392 Baker Nunn Targeting Scrambler (Optimal Range)
Whatever Whatever
Acolyte II
[empty rig slot] [empty rig slot]
The guns don't matter too much since they are only used for anti-drone work and the acolyte is there since it is cheap.
I have been wondering about the viability of perhaps using an overdrive injector II, but i wanted to ask the good people on the forums for their take on what I could fill the last low with.
Also, does anyone have a good crucifier fit they wouldn't mind sharing?
|
Speshtard
Amarr Suddenly Ninjas
|
Posted - 2009.07.14 07:46:00 -
[2]
Switch a nano for an ODI II and then clip in a DCU for that little bit extra survivability. Also if your guns are for anti drone work feel free to use AC's.
|
Shemhamphorash
|
Posted - 2009.07.14 12:00:00 -
[3]
Maybe you can drop 1 td for a med shield extender for more ehp? It's possible you'll just need 2 micro aux powercores if you want to fit 2 guns..
|
SuiJuris
|
Posted - 2009.07.14 13:00:00 -
[4]
Edited by: SuiJuris on 14/07/2009 13:00:36 Lows 3x CPU Enchancers
Mids, MWD 2x TDS
Highs Expanded Probe Launcher (Combat Probes) Small Remote Armor Repairer
Drone Light Armor Maintenence Bot.
^^^
BEST Crucifier fleet ship ever, the armor reppers are only if its a frig wolfpack and I've found this very handy its also less then 1.5 mil for the whole setup. You have to be atleast a squad commander for the expanded prob launcher as you need to be able to squad warp a tackler to your probed out target.
Don't try fitting a gun and killing drones first as you will go down in flames. Fight aligned 40-50km from the fight and TD high DPS turret ships, if you start taking damage or a frigate burns towards you get out. --- It's like my mom always said... "I knew I should of drowned that one." |
Gartel Reiman
Civis Romanus Sum Pax Romana Alliance
|
Posted - 2009.07.14 13:44:00 -
[5]
Originally by: Shemhamphorash Maybe you can drop 1 td for a med shield extender for more ehp?
No, don't do this. The whole point of the ship is its bonused tracking disruptors, removing one would be rubbish. It's not like you're going to last long if something can get decent hits on you anyway, and completely halving the effect you have in the fight constantly is a dreadful tradeoff.
I expect that fitting a cheap named damage control would be the way to go, to give you a little extra staying power if you take a bit of fire or get some drones on you. Suijuris' idea is interesting too, albeit a different concept altogether with the probe launcher. I'd say to go for that if you've got good probing skills and no other probe ships in gang, otherwise stick with your current fit (with a damage control) for the increased speed/agility and hence survivability.
You're right to dismiss the highslots as "Whatever", since nothing you can fit in there is likely to have much effect when you're orbiting the hairball at 30-50km with your TDs running. Even if you could get the range from small weapons, the damage would be pitiful anyway. I'd suggest that small remote reps (for after the fight) or salvagers are decent options, whatever you can get to fit.
|
SuiJuris
|
Posted - 2009.07.14 14:05:00 -
[6]
FORUMS ATE MY POAST.
In short Salvagers are a good idea in the highs.
As far as your last low goes a SAR is useful if your fighting aligned you warp out when you take damage and simply run the SAR on your way out and back in to appear back in the fight ready to annoy targets with full HP. --- It's like my mom always said... "I knew I should of drowned that one." |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |