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Renarla
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Posted - 2009.08.27 03:48:00 -
[1]
Any ideas?
[Arazu, Arazu] Damage Control II Nanofiber Internal Structure II Beta Reactor Control: Capacitor Power Relay I Beta Reactor Control: Capacitor Power Relay I
10MN MicroWarpdrive II Warp Disruptor II Faint Epsilon Warp Scrambler I Phased Muon Sensor Disruptor I, Targeting Range Dampening Phased Muon Sensor Disruptor I, Targeting Range Dampening Phased Muon Sensor Disruptor I, Targeting Range Dampening
250mm Railgun II, Spike M 250mm Railgun II, Spike M 250mm Railgun II, Spike M Covert Ops Cloaking Device II
Inverted Signal Field Projector I Inverted Signal Field Projector I
Hobgoblin II x5 Hobgoblin II x3
However, on another note, I now have one of those annoying sigs. |

Davinel Lulinvega
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Posted - 2009.08.27 03:49:00 -
[2]
Fit a buffer instead of damps.
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

Renarla
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Posted - 2009.08.27 03:53:00 -
[3]
Thought about it, but what purpose am I really serving without damps? I'd pretty much be subpar DPS and an expensive scout. Are they really that useless? However, on another note, I now have one of those annoying sigs. |

Kovorix
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Posted - 2009.08.27 04:08:00 -
[4]
damps are relatively useless. your tackle, however, isnt. fit a buffer and faction scrams are worth the investment for the extra mwd shut off range.
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Max Hardcase
Art of War Cult of War
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Posted - 2009.08.27 06:46:00 -
[5]
-1RSD + sensorbooster -dmg drones + ecm drones RSD + scan res scripts
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Sera Ryskin
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Posted - 2009.08.27 07:07:00 -
[6]
You want at least a minimal shield buffer to deal with drone auto-aggro and give yourself time to escape if you start getting shot at, so drop a damp for a LSE II.
Oh, unlike some people think, damps can be very useful. Much less so if you're engaged by multiple targets, but damps (ideally, along with a faction warp disruptor) can drop most single ships below your orbit range, so you can just orbit at 50+ km with complete invulnerability until your dps ships arrive to kill the target. This is very nice to have if you're scouting/tackling for a gang. ==========
Merin is currently enjoying a 14 day vacation from the forums. Until she returns, you've got me to entertain you!
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Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.08.27 07:24:00 -
[7]
fit a 1600 plate so you can take some damage...
your role is to damp out and tackle any solo you see then escape if needed. ------- "Because the Dominix is the Chuck Norris of Eve!" |

Sera Ryskin
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Posted - 2009.08.27 07:26:00 -
[8]
Originally by: Footoo Rama fit a 1600 plate so you can take some damage...
your role is to damp out and tackle any solo you see then escape if needed.
Only if you wish to die. 1600mm plate = crippled speed and agility = dead Arazu. Your speed advantage is slim enough as it is against many targets, willingly giving it up completely is just stupid. ==========
Merin is currently enjoying a 14 day vacation from the forums. Until she returns, you've got me to entertain you!
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Samaritan Azuma
Jericho Industries
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Posted - 2009.08.27 13:46:00 -
[9]
thats right damps are useless. until you run into a falcon or something
If it weren't for downtime, I wouldn't make stupid posts. |

Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.08.27 22:53:00 -
[10]
Originally by: Sera Ryskin
Originally by: Footoo Rama fit a 1600 plate so you can take some damage...
your role is to damp out and tackle any solo you see then escape if needed.
Only if you wish to die. 1600mm plate = crippled speed and agility = dead Arazu. Your speed advantage is slim enough as it is against many targets, willingly giving it up completely is just stupid.
Even in a solo tackle where you dictate the engagement? worst case is you mwd/ web to extend and damp out anything sramming you untill you can cloak and or cloak warp out if his friends show up. IMHO the slightly better buffer works to your advantage.
In small fleet vs small fleet I do see your point, and then the arazu starts to fail, it does not deal with multiple targets well, it may be the best solo tackler in the game though. IMHO going Mini for the TP bonus would be the best covert ops ship for small fleet vs small fleet, caldari would be fairly ineffective as jamming out frigs and cruisers is more of an annoyance then any help and the arazu can only really effect a single target. ------- "Because the Dominix is the Chuck Norris of Eve!" |

Davinel Lulinvega
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Posted - 2009.08.27 23:02:00 -
[11]
Originally by: Footoo Rama
Originally by: Sera Ryskin
Originally by: Footoo Rama fit a 1600 plate so you can take some damage...
your role is to damp out and tackle any solo you see then escape if needed.
Only if you wish to die. 1600mm plate = crippled speed and agility = dead Arazu. Your speed advantage is slim enough as it is against many targets, willingly giving it up completely is just stupid.
Even in a solo tackle where you dictate the engagement? worst case is you mwd/ web to extend and damp out anything sramming you untill you can cloak and or cloak warp out if his friends show up. IMHO the slightly better buffer works to your advantage.
In small fleet vs small fleet I do see your point, and then the arazu starts to fail, it does not deal with multiple targets well, it may be the best solo tackler in the game though. IMHO going Mini for the TP bonus would be the best covert ops ship for small fleet vs small fleet, caldari would be fairly ineffective as jamming out frigs and cruisers is more of an annoyance then any help and the arazu can only really effect a single target.
How exactly is being forced to run from engagements you otherwise would have won an advantage? And why do you think that ecm can only jam frigs and cruisers? Even if that was true, how is that useless?
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.08.27 23:22:00 -
[12]
Edited by: Footoo Rama on 27/08/2009 23:23:15 My point is the opposite... ECMing a frig or cruiser is an annoyance with their fast lock times, ecm esp as the caldari special ops can run, is very effective on multiple large ships, with a good chance of jam, and their slow relock times.
Basically my point is the damp bonus on the arazu is only really effective on solo targets as you really need to run at least 3 damps to damp something past its effective gun ranges to begin with. ------- "Because the Dominix is the Chuck Norris of Eve!" |

Donna Maria
Amarr
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Posted - 2009.08.28 02:11:00 -
[13]
U said small gang so with that in mind be aware that the Arazu is a good companion ship to a Rapier. Also with Scan res scripts it will take most ships forever to lock your drones and once they do you can scoop and redeploy. With a rapier and arazu combined that guy isnt going anywhere.
(Throw a curse in and its Curses!)
Im the girl momma warned you about..
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PMolkenthin
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Posted - 2009.08.28 10:52:00 -
[14]
I've always run my Arazu with faction disruptors, 200mm rails, and 3 RSD's. Orbit at 45km keeping the point on them while not getting locked. MWD is essential for maintaining your distance. ECM drones is also a good idea, providing you have DPS coming from other gang members. This setup has served me well running 4 man gangs. (usually consisting of Arazu, Rapier, Pilgrim, + random damage dealer)
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Sybilla Prior
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Posted - 2009.08.28 11:45:00 -
[15]
Forgive me if I'm wrong, but I always felt that the dampening arazu is a perfect counter for enemy recon ships. They're good against multiple of those because those tend to be far away from the conflict, which makes 1 dampener enough to force them to get back in range for their ecm modules to work. So one dampening Arazu can make life harder for multiple ECMing Recon ships. Right?
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Sybilla Prior
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Posted - 2009.08.28 12:15:00 -
[16]
p.s. In combination with a Huginn it's even better against ships that require range...
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Fafnir Drake
Gallente Boob Heads The Council.
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Posted - 2009.08.28 18:17:00 -
[17]
Edited by: Fafnir Drake on 28/08/2009 18:18:49 A Gallente Recon plus a Minmie Recon = Ultimate Long-Range tackles.
A Gallente Recon plus a Caldari Recon = Pure Hell for the enemy's targeting.
All 3 = Awesome, as long as you also bring along some DPS. Can't have the whole fleet in Recons.
The Ammar Recons, meanwhile, while excellent for small gang and solo (Pilgrim) work, don't provide anything unique. Their ability to nuke cap can be done by other ships in the fleet(Notably Domis), while their tracking disruption is largely irrelevant outside of 1v1 or very small gangs.
*EDIT* In summary, the Gallente Recons work best when working with another races' Recon along side it. ------ "Tell a man there are 300 billion stars in the universe and he'll believe you. Tell him a bench has wet paint on it and he'll have to touch to be sure." |

Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.08.28 20:01:00 -
[18]
Originally by: Sybilla Prior Forgive me if I'm wrong, but I always felt that the dampening arazu is a perfect counter for enemy recon ships. They're good against multiple of those because those tend to be far away from the conflict, which makes 1 dampener enough to force them to get back in range for their ecm modules to work. So one dampening Arazu can make life harder for multiple ECMing Recon ships. Right?
Are you sure? Your just dmaping the lock range, not the range of their ecm... which tends to be shorter then the lock range of the cruiser. ------- "Because the Dominix is the Chuck Norris of Eve!" |

Sybilla Prior
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Posted - 2009.08.28 20:20:00 -
[19]
Originally by: Footoo Rama
Are you sure? Your just dmaping the lock range, not the range of their ecm... which tends to be shorter then the lock range of the cruiser.
Well, you can't ECM what you can't target, right? so they'd be forced to come closer, and if they also have a huginn on them, getting closer will take a while...
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kessah
Interstellar Brotherhood of Gravediggers Privateer Alliance
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Posted - 2009.08.28 20:26:00 -
[20]
Originally by: Renarla Any ideas?
[Arazu, Arazu] Damage Control II Nanofiber Internal Structure II Beta Reactor Control: Capacitor Power Relay I Beta Reactor Control: Capacitor Power Relay I
10MN MicroWarpdrive II Warp Disruptor II Faint Epsilon Warp Scrambler I Phased Muon Sensor Disruptor I, Targeting Range Dampening Phased Muon Sensor Disruptor I, Targeting Range Dampening Phased Muon Sensor Disruptor I, Targeting Range Dampening
250mm Railgun II, Spike M 250mm Railgun II, Spike M 250mm Railgun II, Spike M Covert Ops Cloaking Device II
Inverted Signal Field Projector I Inverted Signal Field Projector I
Hobgoblin II x5 Hobgoblin II x3
Solid until the lows.
1600mm, SAR II, DCU, CPR II.
Dual 150mm rails, 3 Valk's, 2 Warriors.
tbh u dont need to be doing alot of dps. A Domination scram's only 30-40m also and give a very cool range boost.
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Darth Felin
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Posted - 2009.08.28 22:24:00 -
[21]
Originally by: Sybilla Prior
Well, you can't ECM what you can't target, right? so they'd be forced to come closer,
Well Falcon for example have a lock range of 150km. Did you count how much dampers you will have to use against him to decrease his lock to let's say 40 km?
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Sybilla Prior
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Posted - 2009.08.28 22:29:00 -
[22]
Originally by: Darth Felin
Originally by: Sybilla Prior
Well, you can't ECM what you can't target, right? so they'd be forced to come closer,
Well Falcon for example have a lock range of 150km. Did you count how much dampers you will have to use against him to decrease his lock to let's say 40 km?
You wouldn't have to reduce it that much. If you reduce 150 km by 20% that means he has to travel 30 km to get back in targetting range, which buys your gang enough time to either get out or tip the scales in their favor.
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Absolom Hues
Gallente Eternum Pariah
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Posted - 2009.08.28 22:49:00 -
[23]
Originally by: Sybilla Prior
Originally by: Darth Felin
Originally by: Sybilla Prior
Well, you can't ECM what you can't target, right? so they'd be forced to come closer,
Well Falcon for example have a lock range of 150km. Did you count how much dampers you will have to use against him to decrease his lock to let's say 40 km?
You wouldn't have to reduce it that much. If you reduce 150 km by 20% that means he has to travel 30 km to get back in targetting range, which buys your gang enough time to either get out or tip the scales in their favor.
I use two dampners on a stealth bomber and often reduce the max target range of a Battleship from 70-80 km to 25-30 km. So a ship that is bonused for damps should do better. Although a ship at 150km would be in fall-off of the damps. ___
"Thats all I gots to say about that" |

Kismo
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Posted - 2009.08.28 23:36:00 -
[24]
Originally by: Sybilla Prior You wouldn't have to reduce it that much. If you reduce 150 km by 20% that means he has to travel 30 km to get back in targetting range, which buys your gang enough time to either get out or tip the scales in their favor.
I was under the impression that ECM ranges got nerfed to hell and back. Thus, the ships already moved close enough that they don't use their extensive lock range. I haven't met many Arazu pilots recently, but one I used to fly with told me that they were exceptionally useless against recons because of the high base lock range vs operating range of most recons.
I guess it might have been true that damping a Falcon back before the nerf would have had him come closer - if your damps hit. But you're in such deep falloff that I'm not sure that's a great counter.
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Darth Felin
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Posted - 2009.08.28 23:57:00 -
[25]
Originally by: Sybilla Prior
Originally by: Darth Felin
Originally by: Sybilla Prior
Well, you can't ECM what you can't target, right? so they'd be forced to come closer,
Well Falcon for example have a lock range of 150km. Did you count how much dampers you will have to use against him to decrease his lock to let's say 40 km?
You wouldn't have to reduce it that much. If you reduce 150 km by 20% that means he has to travel 30 km to get back in targetting range, which buys your gang enough time to either get out or tip the scales in their favor.
I can say only that you have very uptodate information about ECM, it is operational range is about 50-70km now usually, so they have quite good reserve for lock range to remain unaffected, also your precious dampers have optimal range of 45 kilometers with perfect skills. Beyond that range they have a chance to fail.
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Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.08.29 02:01:00 -
[26]
Originally by: Darth Felin
Originally by: Sybilla Prior
Originally by: Darth Felin
Originally by: Sybilla Prior
Well, you can't ECM what you can't target, right? so they'd be forced to come closer,
Well Falcon for example have a lock range of 150km. Did you count how much dampers you will have to use against him to decrease his lock to let's say 40 km?
You wouldn't have to reduce it that much. If you reduce 150 km by 20% that means he has to travel 30 km to get back in targetting range, which buys your gang enough time to either get out or tip the scales in their favor.
I can say only that you have very uptodate information about ECM, it is operational range is about 50-70km now usually, so they have quite good reserve for lock range to remain unaffected, also your precious dampers have optimal range of 45 kilometers with perfect skills. Beyond that range they have a chance to fail.
That is what I thought also... so with a 120 range you would need at least 3 damps on an ecm ship to take it under 45km... Considering the arazu will enguage at best case around 100km yo would still need 2x damps to make a difference. ------- "Because the Dominix is the Chuck Norris of Eve!" |

Stil Harkonnen
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Posted - 2009.08.29 02:46:00 -
[27]
Edited by: Stil Harkonnen on 29/08/2009 02:47:01
Originally by: Footoo Rama
edit i'm ******ed. I've never used damps out of optimal range
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