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Sinclair Ferguson
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Posted - 2010.01.26 19:57:00 -
[1]
I've had a Crow sitting in my hangar for the better part of 3 months. I haven't used it in PvP because I'm cutting my teeth (i.e. "losing") on cheap T1 ships. So, before I take it out on it's first roam or camp, does anyone have any good tips on how to fly it properly, so that I might increase my survivability?
(Fit is basically T2, MWD, Disruptor, Web, Overdrive Injector, and Aux Thruster rigs. I'm also using 3 Arb launchers.) Thanks.
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TraininVain
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Posted - 2010.01.26 19:59:00 -
[2]
Mmm. Keep a healthy distance from your target. Don't engage pirate frigs, they are faster than you. Don't engage on gate if you don't know what's on the other side. Train overheating. Have the velocity column turned on.
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Murq
SniggWaffe
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Posted - 2010.01.26 20:27:00 -
[3]
dont get in web or scram range. memorize which ships have a bonus to those ranges. hyena, keres, arazu, rapier, lachesis, huginn..
stay away from heavy neuts, curses..
never sit stationary. always be moving or orbiting.
never hit the approach button.. approach + mwd = instadeath
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Sinclair Ferguson
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Posted - 2010.01.26 21:10:00 -
[4]
Originally by: Murq dont get in web or scram range. memorize which ships have a bonus to those ranges. hyena, keres, arazu, rapier, lachesis, huginn..
It makes perfect sense, but makes me wonder why an interceptor would ever use a web themselves, since they have to get into web range to use it. Maybe drop the Warp Disruptor and Webifier for a single Warp Scrambler? Thanks for the input.
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Havegooda
Fairlight Corp
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Posted - 2010.01.26 21:27:00 -
[5]
1) Don't get scrammed. 2) Don't get webbed. 3) DON'T GET SCRAMMED.
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TraininVain
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Posted - 2010.01.26 21:54:00 -
[6]
Originally by: Sinclair Ferguson
Originally by: Murq dont get in web or scram range. memorize which ships have a bonus to those ranges. hyena, keres, arazu, rapier, lachesis, huginn..
It makes perfect sense, but makes me wonder why an interceptor would ever use a web themselves, since they have to get into web range to use it. Maybe drop the Warp Disruptor and Webifier for a single Warp Scrambler? Thanks for the input.
Well not every ship has a web, not every ship has a scram and sometimes it's worth risking your intie to hold something (e.g. it'll be dead before you are).
Also some inties are meant to fight in scram range.
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Mutant Caldari
Caldari Psykotic Meat Wildly Inappropriate.
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Posted - 2010.01.27 03:10:00 -
[7]
Originally by: Sinclair Ferguson
Originally by: Murq dont get in web or scram range. memorize which ships have a bonus to those ranges. hyena, keres, arazu, rapier, lachesis, huginn..
It makes perfect sense, but makes me wonder why an interceptor would ever use a web themselves, since they have to get into web range to use it. Maybe drop the Warp Disruptor and Webifier for a single Warp Scrambler? Thanks for the input.
You want to use Warp Disruptors with any of the "tackling" interceptors, the Crow and usually the Crusader if I remember correctly. However with the Taranis its usually Scram + web or Scram + dual propulsion mods. I personally prefer web and scram. Yeah I am a pirate. What are you gonna do about it? http://www.wi-alliance.com/killboard/?a=pilot_detail&plt_id=32678 http://roadkill.igs-corp.net/?a=pilot_detail&plt_id=32678 |

Pel Ukken
Vitharr's Vengeance
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Posted - 2010.01.27 04:16:00 -
[8]
Originally by: Havegooda 1) Don't get scrammed. 2) Don't get webbed. 3) DON'T GET SCRAMMED.
^THIS...
I'd also avoid getting neuted and attacking anything that has ubar-high tracking bonuses. Arty Thrashers, Vagas, Cynabals, CURSES... those all pretty much eat interceptors for breakfast.
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superteds
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Posted - 2010.01.27 05:37:00 -
[9]
I mostly use a web as a defensive measure on the crow. I.E i get scrammed, counter scram, then web. I'm now going faster than whatever engaged me, so i can drift out of there scram range, pulse MWD and get back to not dying.
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Dyphorus
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Posted - 2010.01.27 18:23:00 -
[10]
Don't stop moving, ever.
If solo... Crow's not the best option.
If in a gang... If you start taking damage, gtfo. You are flying a paper airplane with an over-sized rocket engine on it. Taking damage means you are likely to die soon. Yes, your fleet may loose a kill, but they will loose is just as easily when you pop and the target warps away. Don't worry about your DPS, that's not why they have you in fleet. Your job is to hold down targets until heavy tackle is on it, or help keep opponents from running when you're winning an engagement. Again, you can't do either of these if you're dead.
Basically your greatest asset is your ability to engage/disengage at will. You're small and fast. Even if you have to bounce to the nearest celestial and back, or preferably to a safe spot just off grid, you're not out of the fight for long. Remember you have a tiny sig, it takes enemies quite a bit of time to lock/catch/engage you. While they're doing this you're drawing their attention from the rest of the fleet. So, eve if you're not actively tackling/fighting, you can still be of assistance to your gang.
Also, don't stop moving, ever. It's worth saying a second time. |

Istvaan Shogaatsu
Caldari Guiding Hand Social Club
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Posted - 2010.01.27 19:28:00 -
[11]
Your job as an interceptor is to put points on things. It is not to stay alive.
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Scrutt5
Fatality. Rough Necks
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Posted - 2010.01.27 21:01:00 -
[12]
Originally by: Istvaan Shogaatsu Your job as an interceptor is to put points on things. It is not to stay alive.
Exactly this, your cheap n fast tackle, hold the target till the larger support can add points/webs. If your atill alive, point the next target.
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Calx Pugnus
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Posted - 2010.01.27 21:54:00 -
[13]
Originally by: Istvaan Shogaatsu Your job as an interceptor is to put points on things. It is not to stay alive.
Ignorant reply. A dead ship can't hold a point.
Aside from that a good interceptor pilot has better odds of surviving most engagements than many other ship types.
You want disposable tackle, there are many T1 ships that can handle that role for a fraction of the price. |

Merdaneth
Amarr PIE Inc.
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Posted - 2010.01.27 22:49:00 -
[14]
There are excellent tackle interceptors out there. The Crow is not one of them though.
If you want to fly it while minimizing the risk of losing it only shoot at things that are decidedly slower than you, and stay at the edge of your missile range and ready to warp out at any sign of trouble. Then as you gain confidence in handling it, move closer to your targets and/or engage faster ships. ____
The Illusion of Freedom | The Truth about Slavery |

Jin Nib
Resplendent Knives
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Posted - 2010.01.28 04:07:00 -
[15]
Originally by: Scrutt5
Originally by: Istvaan Shogaatsu Your job as an interceptor is to put points on things. It is not to stay alive.
Exactly this, your cheap n fast tackle, hold the target till the larger support can add points/webs. If your atill alive, point the next target.
Interceptors arn't cheap. The hulls cost from 15-20 mil uninsured and with a t2 fit its even more. You want cheap dont use a T@ frigate. Not flying like a mindless idiot is an important part of using inties. But by all means keep throwing them away pointlessly. -Jin Nib Trading on behalf of Opera Noir since: 2009.03.02 03:53:00
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TraininVain
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Posted - 2010.01.28 11:18:00 -
[16]
Edited by: TraininVain on 28/01/2010 11:22:49 Inties aren't what I'd consider expensive. I realise this is a relative concept but frigs are fragile and if you **** up you will explode. If you can't afford to lose inties, don't fly em. It's only about the same loss you'd suffer from a T2/rigged cruiser or battlecruiser.
As I said it also depends on the target and whether you'll get any reimbursement/a share of the loot from a good kill resulting from your tackle.
You just will lose them sometimes too if you're tackling. That's how tackling goes.
Another survival tip would be don't underestimate T1 frigs and destroyers. A lot of common fits actually come out ahead of a lot of intie fits if they can get a scram on.
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Scrutt5
Fatality. Rough Necks
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Posted - 2010.01.28 11:25:00 -
[17]
Originally by: Jin Nib
Originally by: Scrutt5
Originally by: Istvaan Shogaatsu Your job as an interceptor is to put points on things. It is not to stay alive.
Exactly this, your cheap n fast tackle, hold the target till the larger support can add points/webs. If your atill alive, point the next target.
Interceptors arn't cheap. The hulls cost from 15-20 mil uninsured and with a t2 fit its even more. You want cheap dont use a T@ frigate. Not flying like a mindless idiot is an important part of using inties. But by all means keep throwing them away pointlessly.
Who said anything about throwing them away needlessly.
Fearning to fly interceptors takes time and patience, the only way to genuinly learn is to use them in combat in tackling situations. It takes time to learn which targets or its surrort an issue or can insta you even with 5k speed and max transversal.
The only way to learn is to fly them time and time again in combat situations, your gonna lose them but thats the inty learning curve. Chances are with experience you'll also get to the stage where losing a crow is a shock but it dosnt happen overnight, these ships are more fragile than any other ship ingame and dont give you a second chance if you make a mistake.
And if a level 4 mission in low sec earns 25-30mil and can take less than 30mins to complete if blitxed, then yes inties are cheap.
If your actually intrested in my ability to fly a crow, the following battleclinic link will show you my success for the past 12 months, unfortunatly I dont fly them as often as I did. 35 kills and 8 losses, mostly solo kills against other inties and cruisers etc.
http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Scrutt5&tab=known_ships
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Steve Celeste
Caldari Overdogs
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Posted - 2010.01.28 11:42:00 -
[18]
Originally by: Scrutt5 these ships are more fragile than any other ship ingame and dont give you a second chance if you make a mistake.
So true, especially if you never fit damage controls 
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Scrutt5
Fatality. Rough Necks
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Posted - 2010.01.28 11:53:00 -
[19]
Originally by: Steve Celeste
Originally by: Scrutt5 these ships are more fragile than any other ship ingame and dont give you a second chance if you make a mistake.
So true, especially if you never fit damage controls 
I would never fit a DC on a crow, ever. :)
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Lugalzagezi666
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Posted - 2010.01.28 12:00:00 -
[20]
And id fit dc and td on every tackling inty that has problem fitting mse... For crow its tp/web and bcu, but i dont use it for tacklig /nah just i dont use it/.
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Dalek Commander
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Posted - 2010.01.28 14:13:00 -
[21]
Originally by: Scrutt5
Originally by: Istvaan Shogaatsu Your job as an interceptor is to put points on things. It is not to stay alive.
Exactly this, your cheap n fast tackle, hold the target till the larger support can add points/webs. If your atill alive, point the next target.
If you want a cheap throw away tackler then use a Vigil. Even using 3 x Poly for rigs it's cheaper than an Inty.
Upgrade the Overdrives to T2 and you'll get to 5k M/S without overheating.
[Vigil, CheapTackle] Overdrive Injector System I Overdrive Injector System II Signal Amplifier I
1MN MicroWarpdrive I J5 Prototype Warp Disruptor I Target Painter I
Standard Missile Launcher I, Sabretooth Light Missile 150mm Light AutoCannon I, EMP S 150mm Light AutoCannon I, EMP S
Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
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Wiccerakith
Amarr Absinthe Brothers
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Posted - 2010.01.28 14:19:00 -
[22]
For fleet tackle speed is essential.
For solo roams use longrange fits to start with. It's easier to GTFO when things go incredible wrong, until you got the feeling how things work.
Train Ceptor and speedskills to 5.
Quote:
...the Amarr simply sit there and charge their lasers, secure in their knowledge that God is on their side.
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Lugalzagezi666
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Posted - 2010.01.28 15:00:00 -
[23]
Originally by: Dalek Commander t1 cheap tackler
Only that med guns will tear you apart in 10 secs.
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Efir
Pilots From Honour
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Posted - 2010.01.28 22:35:00 -
[24]
Dont get too close. Close in an inty generally means death. Stay alive and keep your points going to let the dumb arse sluggers get the hits in.
Stay alive, is number 1. No point in having points if your a pod burger.
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yani dumyat
Minmatar Pixie Cats
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Posted - 2010.01.28 22:39:00 -
[25]
In blue peter style here's one I made earlier.
One thing about the crow is that you need good missile skills because you will loose DPS if you fail to train stuff like target navigation prediction etc.
I once heard someone describe it as a masochists ship, truth is that all these people who tell you train for a ranis just aren't real men.  _________________________________________________ Lifeboat ----> + Human |

Patrice Macmahon
Department of Defence
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Posted - 2010.01.29 03:48:00 -
[26]
Edited by: Patrice Macmahon on 29/01/2010 03:52:53 Avoid destroyer pilots close to or over a year old, regardless of racial type. If they are fit propperly, they can and will pop you without ever putting a point on you. With tracking scrips I can make rails do 150dps at 11km with .3 tracking, fi your MWD'ing at .4 or even .7, your sig radius will let me pop you with propper flying (I will joust you, not run away... *evil grin*). And if your outside of 11km, if I can get you with falloff, I get you, if not I switch ammo.
This of course requires some serious gunnery skills, but a destroyer does have a larger buffer and you going full tile will mean equal DPS between you and him. Just watch yourself and be prepaired to call it quits and save you 30 million isk setup VS a 14 million isk destroyer.
The Intakis have an obligation to defend the Federation, but not to assult others on its behalf. |

Calx Pugnus
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Posted - 2010.01.29 04:45:00 -
[27]
Originally by: Patrice Macmahon Edited by: Patrice Macmahon on 29/01/2010 03:52:53 Avoid destroyer pilots close to or over a year old, regardless of racial type. If they are fit propperly, they can and will pop you without ever putting a point on you. With tracking scrips I can make rails do 150dps at 11km with .3 tracking, fi your MWD'ing at .4 or even .7, your sig radius will let me pop you with propper flying (I will joust you, not run away... *evil grin*). And if your outside of 11km, if I can get you with falloff, I get you, if not I switch ammo.
This of course requires some serious gunnery skills, but a destroyer does have a larger buffer and you going full tile will mean equal DPS between you and him. Just watch yourself and be prepaired to call it quits and save you 30 million isk setup VS a 14 million isk destroyer.
You have a point, but....
If you see a rail/arty fit destroyer you simply orbit at 500 rather than at 15-20km. Range fit dessies run WD rather than scram 99% of the time and will not touch your if you get in under the guns. You just have to keep an eye out for the blaster/AC boats.
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Jin Nib
Resplendent Knives
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Posted - 2010.01.29 05:45:00 -
[28]
Originally by: Calx Pugnus
Originally by: Patrice Macmahon Edited by: Patrice Macmahon on 29/01/2010 03:52:53 Avoid destroyer pilots close to or over a year old, regardless of racial type. If they are fit propperly, they can and will pop you without ever putting a point on you. With tracking scrips I can make rails do 150dps at 11km with .3 tracking, fi your MWD'ing at .4 or even .7, your sig radius will let me pop you with propper flying (I will joust you, not run away... *evil grin*). And if your outside of 11km, if I can get you with falloff, I get you, if not I switch ammo.
This of course requires some serious gunnery skills, but a destroyer does have a larger buffer and you going full tile will mean equal DPS between you and him. Just watch yourself and be prepaired to call it quits and save you 30 million isk setup VS a 14 million isk destroyer.
You have a point, but....
If you see a rail/arty fit destroyer you simply orbit at 500 rather than at 15-20km. Range fit dessies run WD rather than scram 99% of the time and will not touch your if you get in under the guns. You just have to keep an eye out for the blaster/AC boats.
AC/Pulse destroyers can be made to hit that far out and still have nice close range tracking. Destroyers are easy enough to avoid though in most situations in which an inty and a desi would be on the same field. -Jin Nib Trading on behalf of Opera Noir since: 2009.03.02 03:53:00
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Marko Riva
Adamant Inc.
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Posted - 2010.01.29 10:42:00 -
[29]
- Use a DCU and if possible some EHP - understand how tracking really works - understand how your autopilot works when you use the orbit command (in most cases it'll kill you) - know your ships&ship strategies, some ships you can get close to without issues. Most BS for instance, you'll be in in heavy neut range anyway and most don't fit scrams - don't use a lolfit and especially don't sacrifice tank to be able to fit pimp dps - in most cases scram > web - don't have crappy targeting range, you'll lose targets because of it
Here's a good tackling intie, has a DCU and MSE, has enough speed and the targeting range to actually outdo your pointrange. Guns are a clear case of "whatever". 1200 scan res suffices in most cases but you might replace the scram for a sebo.
[Stiletto, Tackle] Damage Control II Nanofiber Internal Structure II Nanofiber Internal Structure II
Catalyzed Cold-Gas I Arcjet Thrusters Warp Disruptor II Warp Scrambler II Medium F-S9 Regolith Shield Induction
125mm Gatling AutoCannon I, EMP S 125mm Gatling AutoCannon I, EMP S [empty high slot]
Small Ancillary Current Router I Small Ionic Field Projector I
----------- I think, therefore I'm single. New projectile damage PDF Alliance creation service |

Lugalzagezi666
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Posted - 2010.01.29 10:57:00 -
[30]
Originally by: Marko Riva but you might replace the scram for a sebo.[/quote
Or tracking disruptor.
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