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Kivena
Minmatar Novartus
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Posted - 2009.07.24 11:55:00 -
[1]
Edited by: Kivena on 24/07/2009 11:56:44 My corp has just been declared war on, and I need some help in (a) modifying my mission Rifter to give me the best chance of survival, and (b) creating a new Rifter fit so I can go opponent hunting. I'm only 2 weeks old and never PvPed before, and I have about 900k skill points. Currently not able to fit or fly T2 items (except some small shield items), but I do plan on raising those necessary skills next.
(a) My current Rifter mission fit looks like this:
High: 3x 150mm Light Carbine Repeating Cannon I (Titanium Sabot S), 1x 'Limos' Rocket Launcher I (Foxfire Rockets) Med: Medium Subordinate Screen Stabilizer I , Small Shield Extender II, Cold-Gas I Arcjet Thrusters Low: Emergency Damage Control I, Type-D Power Core Modification: Diagnostic System, Mark I Generator Refitting: Diagnostic System
With Engineering and Electronics IV, this lot only barely fits into the CPU and PG capacity. My cap is stable. Would you modify this at all for maximising escape opportunities if attacked while missioning or travelling?
(b) I plan on fitting out my Rifter for PvP like this, using the best named items that I can afford. I don't have EFT handy right now so I'm not sure whether this fits in CPU/PG supply or what my cap looks like. I would be fighting with some of my corp, and we do have people for tackler and EW roles, so I'd take damage dealer I expect.
High: 3x 200mm autocannons, 1x rocket launcher Med: afterburner, not sure what else Low: damage control module, 2x gyrostablisers
Anyone got some good damage dealer Rifter fits?
+edit+ this should probably have been in Ships & Fittings forum. Oh well.
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Tiny Tove
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Posted - 2009.07.24 12:04:00 -
[2]
What on earth is an "anti pirate" fit?
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Caeltrayian
Monsters
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Posted - 2009.07.24 12:10:00 -
[3]
Originally by: Tiny Tove What on earth is an "anti pirate" fit?
It's a ship that has one of those rare mods that banish pirates to an alternate universe.
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Intense Thinker
Minmatar
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Posted - 2009.07.24 12:14:00 -
[4]
Originally by: Caeltrayian
Originally by: Tiny Tove What on earth is an "anti pirate" fit?
It's a ship that has one of those rare mods that banish pirates to an alternate universe.
Exotic dancers? And did you know that this is in fact Surfin's Plunderbunny's forum alt? It's official! |

Lt Forge
Pilots From Honour Aeternus.
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Posted - 2009.07.24 12:24:00 -
[5]
You lack something that involves PVPing, oh yes, a warp scrambler. _____________
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Tekei
Caldari Woopatang
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Posted - 2009.07.24 12:27:00 -
[6]
I'm not a rifter pilot myself, but...
The Rifter being a fast ship, makes it a good tackler, and to be honest you can't have too many of those. You should definately fit a scrambler and preferably a webifier as well. Secondly, I think you want an armor repper and maybe a plate in the lows to survive better. That is however only based on the rifter fits I usually come across so gyrostabs might work out.
The rifter is a good ship to learn PvP in, both in groups and solo.
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Oly B
Doing Wedgie Fun Club
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Posted - 2009.07.24 12:33:00 -
[7]
Originally by: Lt Forge You lack something that involves PVPing, oh yes, a warp scrambler.
Nahh, scrambler prevents targets to escape, so....
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zean xulunta
Minmatar Mob Thought
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Posted - 2009.07.24 12:44:00 -
[8]
Edited by: zean xulunta on 24/07/2009 12:53:42 [High power] 1x auroa ominae. 6x GM Ultra Super Mega Death rays.
[Medium power] 1X sensor booster 2 1x cap recharger 2 1x 100mn microwarpdrive 2 2x Gm shield extenders
[Low power] 2x Capital armor repairer 1 2x Tracking enhancer 2 1x Energized adaptive nano membrane 2 2x Magnetic field stabilizer 2 1x capacitor power relay 2
[Rigs] 1x Hybrid locus coordinator 1 2x Capacitor control circuit 2 ------------------ Fitting is best for the ship enigma But im sure it will help with your rifter fitting mate. No pirate will stand a chance! "The Die are cast" |

Seleenia
Minmatar
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Posted - 2009.07.24 13:32:00 -
[9]
Originally by: Tiny Tove What on earth is an "anti pirate" fit?
Another pirate fit I suppose...
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Kaz Toffy
Caldari Centura Rapax
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Posted - 2009.07.24 13:36:00 -
[10]
Originally by: Kivena blah blah...
As I actually AM a Rifter pilot I can give you a nice anti-pirate fit. And since I'm a nice guy I'd even fit it for you. Just give me one or maybe two Rifter hulls and I'll put some nice stuff on them to scare off any evil pirate you may encounter. ............ ............
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Kalain ap'Sulen
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Posted - 2009.07.24 14:41:00 -
[11]
High: 3x 200mm autocannons, small nos Med - Cold-Gas Afterburner, Lang Web, J5 Warp Disp Low - Small Armor Rep (best named) or tech II, best named Damage Control you can afford, 200mm rolled tung plate
That's how I would go into combat in a rifter.
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Cat Aclysmic
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Posted - 2009.07.24 15:25:00 -
[12]
Just go read Wensley's Rifter Guide. There is no such thing as an anti-pirate fit. There is just a fit, and you will either win or lose depending on your opponent and your own skills. Good luck.
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Andrea Griffin
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Posted - 2009.07.24 16:03:00 -
[13]
You may also want to read Skira Ranos' pirate guide, which is on the front page of the C&P forum. There's a lot of good information in there that you might find helpful.
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Berel Oham
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Posted - 2009.07.24 16:47:00 -
[14]
there's absolutely no reason to put a point + web on your rifter instead of just putting a scram on it, you trade extra range (which the rifter can't use anyway) for more capacitor, more speed reduction, and more tackling strength
use the third mid for a cap mod or ewar or something
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Mad Shade
Angels.
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Posted - 2009.07.24 17:02:00 -
[15]
Ultimate anti pirate rifter:
lows: 3x warp core stab i
Killboard - Our Stats Speak for Themselves. |

Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.07.24 17:21:00 -
[16]
Try putting a cap booster (small capacitor booster) in the mid slots, and two small armor repairers in the lows. As long as you have cap booster charges, you'll be able to run a dual-SAR tank, which is incredibly effective (though lasts only as long as your charges last, so be careful).
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Grumples McGee
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Posted - 2009.07.24 17:59:00 -
[17]
A few things I'd point out:
Ammo Most pirates will be armor tanks, which are weakest to explosive. Lots of pirates also like assault ships, and explosive is one of the better bets against them too (although shields have good native resist to explosive, most pirates will not be shield tanking so you can tear the shields down pretty quick with just about anything). The reason most pirates don't shield tank is because the good PvP devices are mid-slot, as are shield tank devices, so if they're PvP fit they're probably looking to armor tank (webifier + scrambler + afterburner = not much room left for a shield tank in most ships).
So Fusion ammo is a good bet.
Another thing to consider with ammo is "what are the NPC's in my area weak against". If NPCs are weak to explosive, Pirates will expect you to be armed with explosive ammo and they will guard against that type. So, for example, is the NPCs in your area are strong against EMP and weak against explosive, expect the pirates in your area to be the opposite -- strong against explosive and weak against EMP.
Scramblers Although I understand you want to run the pirates off, nothing runs them off more thoroughly than blowing them up. If you expect to fight a player, someone on your side should have a scrambler or a disruptor. I personally prefer scramblers because they can break microwarp and they take less power to run but the range on them can be a problem.
Note that most pirates seem to use disruptors, which means you only need 1 warp core stabilizer to escape from them.
Engagement and Escape Your ship won't be able to do anything at all to an interceptor. You won't be able to shoot back and you almost certainly won't be able to escape. You might consider fitting a single warp core stabilizer and keeping it offline. If an interceptor shows up, save your power until you can put it online and then warp out (interceptors rarely do cap draining -- they mostly orbit from 15k away, disrupt you and rely on the fact that you don't have a stabilizer).
Although it could also be argued that you don't need to worry about interceptors because interceptors don't like doing ganks in mission areas where their MWD might not work (and while they could fit their interceptor with an afterburner, I'd say at that point they might as well just use an assault ship).
So, keep your afterburner but realize there will be cases where someone is shooting you from 15k and you can't outrun them. What then?
You're toast The other thing to think about is that a solo T1 Rifter isn't going to defeat a whole lot of stuff. You're (probably) not going to be able to take down an Ishkur or a Jaguar one on one. If you're solo, I'd think about ways to escape moreso than ways to kill, at least in a Rifter. If you're flying your own Harpy or Jaguar or something then maybe you can think more about killing someone 1 on 1.
Incidentally, your best plan, if you think a pirate attack is coming, is to get about 3 of your buddies in fleet and ready to jump to you. Then you just have to live long enough for reinforcement to arrive.
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Kale Kold
Caldari Deep Core Mining Inc.
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Posted - 2009.07.24 18:01:00 -
[18]
Originally by: Kivena I need some help in (a) modifying my mission Rifter to give me the best chance of survival, and (b) creating a new Rifter fit so I can go opponent hunting.
You're already dead! You may as well just pay up. 
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Bongo Debbie
Minmatar Sekret Kool Klubb
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Posted - 2009.07.24 18:09:00 -
[19]
Edited by: Bongo Debbie on 24/07/2009 18:10:08
Originally by: Kalain ap'Sulen High: 3x 200mm autocannons, small nos Med - Cold-Gas Afterburner, Lang Web, J5 Warp Disp Low - Small Armor Rep (best named) or tech II, best named Damage Control you can afford, 200mm rolled tung plate
That's how I would go into combat in a rifter.
quotin' this is both effective AND highly irritating to fight.
EDIT: forgot to say, crystalline 200 plates will save you quite a bit over rolled tungsten ----
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Agent Known
Apotheosis of Virtue
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Posted - 2009.07.24 18:19:00 -
[20]
Get Hull Upgrades to III (or IV) asap...Damage Control IIs are extremely useful. 
Be aware that you'll need quite a few rifters to take down a battleship, so don't try charging in without knowing:
1) What they fly, 2) Where they fly, 3) Their reputation (eve-search is a good tool).
A good way to prep for a war is to search for their killboard. It has invaluable information without needing a scout. Overall, use your head, watch local, and enjoy the pew-pew. 
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Cyrrus Ex
Gallente Mercurialis Inc. Wildly Inappropriate.
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Posted - 2009.07.24 19:04:00 -
[21]
Originally by: Grumples McGee A few things I'd point out: 1 warp core stabilizer to escape from them.
WCS = waste of a low just sayin'
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Grumples McGee
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Posted - 2009.07.24 19:32:00 -
[22]
Edited by: Grumples McGee on 24/07/2009 19:33:52
Originally by: Cyrrus Ex WCS = waste of a low just sayin'
Depends on his objective.
If it's "do or die PvP", I agree. I never fit my PvP ships with stabs.
If I was mission running and was afraid of pirates, though, I'd probably fit an offline stabilizer and a cap booster. Pirate shows up, pop a boost, put the module online and warp out. Better to sacrifice one module than to lose the whole ship. It's pretty rare to get into a fight where "I would have won if I'd just had 1 more low slot module". Usually you either win by a mile or lose by a mile.
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Cowboy Nuggets
Minmatar DruNks In SpAce
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Posted - 2009.07.24 19:50:00 -
[23]
Your fit looks good, just need to fit this in cargo hold:
1x Crate of Spirits 1x Tobacco 2X Exotic Dancers 1x Antibiotics
These are standard PVP fit along with tackle.
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Zaphod Beeblebrox42
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Posted - 2009.07.24 21:58:00 -
[24]
you may want to consider 150mm AC for tracking. you definitely want a scrambler for tackle and if they're using a mwd. A web is a definite as well along with an AB. In your lows you're likely going to want a DCU, 200mm plate, and a small armor rep. though the plate can be exchanged for a tracking enhancer if you feel you need to use the 200mm AC. when you do go out for pvp you only pulse your rep when you need to as there's no way you'll be cap stable. When fighting cruiser or larger another thing that works is dropping the web for a tracking disruptor with a tracking speed script. With this you can drop their drones without worrying too much about being hit by turrets(not very effective against missile boats). __________________ Look, a forum alt! |

spongebobbb
Amarr SniggWaffe
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Posted - 2009.07.25 02:38:00 -
[25]
Edited by: spongebobbb on 25/07/2009 02:39:48
one antipirate ship fitting
Highs 1x logofski 1X cloak 1x local smack (only used while clocked or docked)
Mids 1x c+p whiners 2x petetions 1x tears
Lows 3x warp corp stabs. 1x forum warrior
rigs 2x station hugging augmenter
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Ryuzaki Lawliet
Caldari
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Posted - 2009.07.25 05:47:00 -
[26]
Originally by: Zaphod Beeblebrox42 you may want to consider 150mm AC for tracking. you definitely want a scrambler for tackle and if they're using a mwd. A web is a definite as well along with an AB. In your lows you're likely going to want a DCU, 200mm plate, and a small armor rep. though the plate can be exchanged for a tracking enhancer if you feel you need to use the 200mm AC. when you do go out for pvp you only pulse your rep when you need to as there's no way you'll be cap stable. When fighting cruiser or larger another thing that works is dropping the web for a tracking disruptor with a tracking speed script. With this you can drop their drones without worrying too much about being hit by turrets(not very effective against missile boats).
He shouldn't need to worry about tracking in a rifter. It does have the 7.5% bonus to tracking for its guns.
Originally by: Vabjekf
Once you have 12 decillion skill points you can equip smaller ships in your slots and shoot rifters at people
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Doddy
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.07.26 09:10:00 -
[27]
You need a warp scrambler or disruptor, possibly a web and you damage contro lis pointless. I would replace it with another gyro tbh, or an overdrive.
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Doddy
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.07.26 09:13:00 -
[28]
Originally by: Berel Oham there's absolutely no reason to put a point + web on your rifter instead of just putting a scram on it, you trade extra range (which the rifter can't use anyway) for more capacitor, more speed reduction, and more tackling strength
use the third mid for a cap mod or ewar or something
There is a point if you can stop a wt getting in jump range or docking range tbh. I would have scram + web.
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