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Thread Statistics | Show CCP posts - 1 post(s) |
lollerwaffle
Sileo In Pacis THE SPACE P0LICE
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Posted - 2010.02.23 17:57:00 -
[31]
Sniping to confirm Pirate Monkey II is win.
Originally by: salva dore Cloak should not be AFK solution. What do you think?
Originally by: AFK Cloaker
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Ein Spiegel
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Posted - 2010.02.23 18:08:00 -
[32]
There are some interesting fits here. Although I prefer high initial alpha over sustained DPS.
[Corsair, Alpha]
Low Slots
1600mm Rolled Top Boots Adaptive Woolen Leggings II
Mid Slots
British Navy Greatcoat Black Pirate Shirt II 'Hempen' Deck Rope
High Slots
'Arbalest' Blunderbuss, French Navy Shot 'Caribe' Cutlass 'Engraved India' Flintlock, Carbonized Lead
Rig Slots
Jolly Roger I Magnum Powder Charge I
Drones
2 x Boarder I
You have to use some faction and named items to fit both firearms, while the lows provide some buffer as well as protection against slipping on blood soaked decks. The mids provide some ewar and the tackle I've noticed lacking in other fits. Strategy is to be bold, brassy, and try to get close to your target. Draw them in with a false, friendly look, then tackle with the rope and unleash the devestating alpha of your blunderbuss. Finish your target with your other weapons, and if necessary use your boarders to provide an extra boost. With damage rigs as shown, you should get most of your damage done in the initial volley.
Yarr, this be a survivable solo gank fit, and has options for crew engagements as well. Remember to scoop yer booty.
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Miregar Shakor
Minmatar
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Posted - 2010.02.23 18:09:00 -
[33]
Originally by: Jaxley Normally ye be right, me bucko. But yer missing that I be using a pirated build of EFT *and* EVE! Confused that ye don't, it don't be giving a landlubber's bum bout such restrictions.
Aye!
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Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
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Posted - 2010.02.23 18:15:00 -
[34]
My original fit was a mostly base tech I fit that I was comfortable with. However, I've finally decided to spend some of my hard earned doubloons on a T3 pirate. Does anyone have a good setup, what subsystems should I be looking for?
Sig Gallery is currently down: Contact me ingame for prices.
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Galvanized
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Posted - 2010.02.23 19:03:00 -
[35]
Thanks to all for one of the best laughs iv'e had for ages... made my day.
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Gigaer
Minmatar Mad Bombers Ushra'Khan
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Posted - 2010.02.23 19:30:00 -
[36]
I'm not even a pirate and I'm loving this!
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Del Icious
DEATH'S LEGION
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Posted - 2010.02.23 20:52:00 -
[37]
Yarrr me hearties. Also if Medium Monkey II can save you in desperate moments the Medium Parrot I clearly delivers more style while in ransom talks. So chose your fitting wisely depending on expected situations.
----- so delicious baby! |
Sergeant Shafto
GK Lite Panda Team
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Posted - 2010.02.23 22:38:00 -
[38]
Originally by: Sader Rykane My original fit was a mostly base tech I fit that I was comfortable with. However, I've finally decided to spend some of my hard earned doubloons on a T3 pirate. Does anyone have a good setup, what subsystems should I be looking for?
Well I hope you are a fotm Ayarr since the other three pirate crews just don't cut it atm. Blunderbuss and Hook II's are all well and good, but you will find it pretty hard to make it close enough to use your boarding ropes.
Personally, I would recommend the Sea Turtle sub system. Especially if you aren't Ayarr, because when you need to GTFO you can lash them together using the hairs off your back and slow boat your way out of Norum range.
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Shiho Weitong
Caldari Red Federation
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Posted - 2010.02.23 23:01:00 -
[39]
This is a pretty expensive fit, but it is a lot of fun when people start whining about their wenches being useless.
[Deckhand, Rats]
Low Slots
Leatherstrap Boots II
Mid Slots
Flashy Golden Medallion I Old Mans Shirt I Hemp-Rope Grapling Hook I Rum-Dispenser II
High Slots
Rattrap II
Rig Slots
Cheesebits II Ratpoison I
Drones
5 x Shiprats II 2 x Trained Ferret II
You use the Medallion to draw them close, then lock them with the Grapling Hook. After that it's just a matter of time before your rats finish them off. If they're using a Captains Cat, recall the Rats and use the Ferrets. ----------- Why is it called common sense, when it's clearly very rare.
I had a mind once, but alas, I seem to have forgotten where I left it.
Originally by: Tchell Dahhn You win, and thank you. |
Thirzarr
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Posted - 2010.02.24 00:41:00 -
[40]
The thing I'm really worried about is this talk about
FACTION PIRATES!
They get a bonus of 10% per level to Liverdamage and Rotten Teeth! Ok, so they cant fit wenches without really paying loads of dubloons, but if you can afford a faction pirate you might as well.
Combine that with the price and its making good ol t1 pirates totally obsolete! *whine*
Just name me ONE pirate fit that can compare to that gurlente corsair?
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Yon Krum
The Knights Templar R.A.G.E
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Posted - 2010.02.24 03:01:00 -
[41]
Originally by: Sader Rykane My original fit was a mostly base tech I fit that I was comfortable with. However, I've finally decided to spend some of my hard earned doubloons on a T3 pirate. Does anyone have a good setup, what subsystems should I be looking for?
Well, your money is your money--personally I prefer to invest in a good hoard on which to murder a few prisoners every so often, since it's the foundation upgrade for the misty haunted isle and its passive income stream from foundering wrecks.
Anyway, on T3:
You can still do little wrong with an English base hull (the Kidd). The base HP and resists are a notch above even the Dutch (which are just too darn slow as we all know), so for a first T3 you're likely to feel more comfortable laying the ship alongside o' the enemy. Frankly, either English need a nerf, or most of the other factions need a buff.
You're looking then at something like-- [Kidd Defensive -- Live Oak Hull] [Kidd Crew -- Ghost Manifestation Relic] [Kidd Maneuvering -- Copper-sheathed hull] [Kidd Rigging -- Third Mast] [Kidd Offensive -- Hidden Gundeck]
IMO the above gives the best balance for starter T3 pirating. You'll enjoy the extra HP of the live oaks while offsetting some of the agility penalty of the heavier ship with the copper sheathing. The third mast is self explanatory given other threads on the extensive refits needed to get the same effect with modules. I personally like the ghosts, because they both reduce the need to slot crew, and the secondary "spooky mists" effect helps me get in close. The hidden gundeck is very handy for baiting in ships that have no business engaging a Kidd. Stern chases suck.
YYMV (your yarr may vary), of course.
--Krum --Krum |
Thingymawotzit
Kangaroos With Frickin Lazerbeams Negative Ten.
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Posted - 2010.02.24 06:32:00 -
[42]
Nerf monkeys!! They are OP. - - -
| KWFL Killboard | |
Man Barthelme
The Tuskers
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Posted - 2010.02.24 07:12:00 -
[43]
Originally by: Thingymawotzit Nerf monkeys!! They are OP.
Negative. How big is YOUR hold? I can only load enough plantains to run my monkey for a minute twenty, which is not nearly enough if there's an organ grinder about.
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Sergeant Shafto
GK Lite Panda Team
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Posted - 2010.02.24 08:57:00 -
[44]
Originally by: Yon Krum
Originally by: Sader Rykane My original fit was a mostly base tech I fit that I was comfortable with. However, I've finally decided to spend some of my hard earned doubloons on a T3 pirate. Does anyone have a good setup, what subsystems should I be looking for?
Well, your money is your money--personally I prefer to invest in a good hoard on which to murder a few prisoners every so often, since it's the foundation upgrade for the misty haunted isle and its passive income stream from foundering wrecks.
Anyway, on T3:
You can still do little wrong with an English base hull (the Kidd). The base HP and resists are a notch above even the Dutch (which are just too darn slow as we all know), so for a first T3 you're likely to feel more comfortable laying the ship alongside o' the enemy. Frankly, either English need a nerf, or most of the other factions need a buff.
You're looking then at something like-- [Kidd Defensive -- Live Oak Hull] [Kidd Crew -- Ghost Manifestation Relic] [Kidd Maneuvering -- Copper-sheathed hull] [Kidd Rigging -- Third Mast] [Kidd Offensive -- Hidden Gundeck]
IMO the above gives the best balance for starter T3 pirating. You'll enjoy the extra HP of the live oaks while offsetting some of the agility penalty of the heavier ship with the copper sheathing. The third mast is self explanatory given other threads on the extensive refits needed to get the same effect with modules. I personally like the ghosts, because they both reduce the need to slot crew, and the secondary "spooky mists" effect helps me get in close. The hidden gundeck is very handy for baiting in ships that have no business engaging a Kidd. Stern chases suck.
YYMV (your yarr may vary), of course.
--Krum
Argh why do people insist on arguing using Pirate Fitting Tool alone. Through personal experience ganking Caravels and Galleons, I would still take the Sea Turtle subsystem over the third mast since the extra speed, whilst significant, won't let you gtfo when a whole fleet blobs you.
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Android5
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Posted - 2010.02.24 09:29:00 -
[45]
Originally by: Sergeant Shafto
Originally by: Yon Krum
Originally by: Sader Rykane My original fit was a mostly base tech I fit that I was comfortable with. However, I've finally decided to spend some of my hard earned doubloons on a T3 pirate. Does anyone have a good setup, what subsystems should I be looking for?
Well, your money is your money--personally I prefer to invest in a good hoard on which to murder a few prisoners every so often, since it's the foundation upgrade for the misty haunted isle and its passive income stream from foundering wrecks.
Anyway, on T3:
You can still do little wrong with an English base hull (the Kidd). The base HP and resists are a notch above even the Dutch (which are just too darn slow as we all know), so for a first T3 you're likely to feel more comfortable laying the ship alongside o' the enemy. Frankly, either English need a nerf, or most of the other factions need a buff.
You're looking then at something like-- [Kidd Defensive -- Live Oak Hull] [Kidd Crew -- Ghost Manifestation Relic] [Kidd Maneuvering -- Copper-sheathed hull] [Kidd Rigging -- Third Mast] [Kidd Offensive -- Hidden Gundeck]
IMO the above gives the best balance for starter T3 pirating. You'll enjoy the extra HP of the live oaks while offsetting some of the agility penalty of the heavier ship with the copper sheathing. The third mast is self explanatory given other threads on the extensive refits needed to get the same effect with modules. I personally like the ghosts, because they both reduce the need to slot crew, and the secondary "spooky mists" effect helps me get in close. The hidden gundeck is very handy for baiting in ships that have no business engaging a Kidd. Stern chases suck.
YYMV (your yarr may vary), of course.
--Krum
Argh why do people insist on arguing using Pirate Fitting Tool alone. Through personal experience ganking Caravels and Galleons, I would still take the Sea Turtle subsystem over the third mast since the extra speed, whilst significant, won't let you gtfo when a whole fleet blobs you.
Bah, go back to EFT. Sure the galleon looks good on paper with its large size and impressive broadside buts itÆs essentially just an oversized trade ship, decent only for trade runs off the Ivory Coast.
What youÆre really after is a nice carronade frigate; British tend to have the best variant. It looks unsuspecting but itÆs fast and can put out a significant amount of dps when properly skilled. With a max gank fit with grape shot you can take down ships twice your size.
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Keirra Lukkanen
Caldari Hunter Killer Club
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Posted - 2010.02.24 12:05:00 -
[46]
I'm an Anti-Pirate and i'm now working on my own's arms race against you sea dogs. On the serious side I love this. Here is my Anti-Pirate Fitting. [Anti Pirate, Pro]
Low slots: Royal Navy Reinforced Hull II Stylized Prow Sculpture II
Mid-slots: Expanded Sails II Improved Rudder II Crow's Nest Spotter I
High-Slots Harland-Wolff Heavy Cannon II Broadsidesx2 Marine Boats II x3
Rigs: Trusty First Mate I Morale Booster II
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Sokratesz
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Posted - 2010.02.24 13:09:00 -
[47]
I never undock without me effects.
Want to test a supercap on SISI but don't have one? |
Minmat Sebtin
Minmatar Megadeth Terminal Hardware
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Posted - 2010.02.24 13:29:00 -
[48]
[Modern Pirate]
Low slots: Reinforced Office Chair II Computer Tower II
Mid-slots: Jeans Old T-shirt Prescription Glasses
High-Slots Bitorrent 52x DVD burner [Ammo; Blank Sony DVD] High Speed Internet Connection II
Rigs: Antivirus/Spyware/Firewall package False sense of Justification RIAA Avoidence Subsystem
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Ami Hantaka
Trans-Solar Works Rooks and Kings
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Posted - 2010.02.24 14:11:00 -
[49]
Some of these fittings would work in PvE if you fit Brown Pants.
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Reikenji Saito
Gallente Tironci Culvarin Inc.
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Posted - 2010.02.24 14:11:00 -
[50]
['Calico Jack' Corsair, Gang]
Low Slots
Barrel O' Rum II Bilge Rats II
Mid Slots
Steel Anchor II 'Traitor' Noose II
High Slots
'British Spec' Demi-Cannon, British Solid Shot 'British Spec' Demi-Cannon, British Solid Shot 'Calico Jack' Jolly Roger Flag
Rig Slots
Female Bust Bow II
Drones
1x Mary Read 1x Anne Bonny
With this setup I have found I have excellent coverage for onboard morale and discipline and I haven't yet suffered a mutiny. Also in a gang my ship supplies the entertainment needed for surviving long prolonged sieges on enemy ports. The officer flag increases gang loyalty by 5% per Pirate Management skill.
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zomfgcoffee
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Posted - 2010.02.24 17:13:00 -
[51]
thank you for making class so much more fun.
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stoicfaux
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Posted - 2010.02.24 17:20:00 -
[52]
Originally by: CCP Fallout I'm a bit disappointed in you guys. These fits leave no room for rum and wenches! Also, moving this to Ships from Skills :D
Saucy Pirate Wenches are in the logistics barge doing CR (close repping instead of remote repping if you know what I mean.)
And you should be able to fit a Tavern, a house of Ill Repute, and a gaming hall in an Orca's corporate hanger.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Nietzsche, and PvP" |
Gim Memore
Caldari Provisions
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Posted - 2010.02.24 17:30:00 -
[53]
Originally by: Sokratesz I never undock without me effects.
lol
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Wired
Workhorse Industries
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Posted - 2010.02.24 19:27:00 -
[54]
Originally by: Thirzarr The thing I'm really worried about is this talk about
FACTION PIRATES!
Don't get me started on faction pirates, I once ran into someone who had "Guybrush's Three Headed Monkey" fitted in one of his hi-slots.
I have no idea where he got that from but I didn't stick around to have that thing chewing on my face. =============================================
My sig got edited, and all i got was a lousy e-mail |
FunzzeR
Death of Virtue MeatSausage EXPRESS
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Posted - 2010.02.24 19:59:00 -
[55]
Seems like everyone has a little captain in them.. PRAISE THE SCOTTISH FOLD!!
THEIR WILL SHALL BE DONE!! |
Nhar Ngrath
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Posted - 2010.02.24 21:38:00 -
[56]
Yarr, it is understandable that no supply ship fit has been posted for the Pirates, as it is not YARRR to heal and supply. But with the more aggressive patrols of the British Royal Navy into previously safe pirate waters, a well fitted logistic ship has become vital for a sustained aggressive Pirate fleet campaign.
["OLD DOC" Logistics fit]
Low slots: Blood-stained Leather boots II Boiling Water I x2 Rubbing Alcohol II
Mid slots: Enraged Wench II Tankard O'Rum II with charges: Capt Morgan's Spiced Rum II 80 proof x100
High slots: Endentured Carpenter II x3
Drones: Plague-Infested Rats II x5
Rigs: Neutral Flags I x3
Implants: Sharp Scalpel -- Improved Bullet-To-Bite-On -- Basic German Faction Monocle -- Standard
the low slots: remember that the Rubbing Alcohol II is for surgery only, not for your personal use. That's what the Rum is for!
the mid slots: Keep youself well supplied with Rum charges. It helps to keep the slaves and servants in line. Keep the best faction stuff in you private captain's hold, don't forget to set the password on your trunk. If in trouble, don't be afraid to insult the Enraged Wench II. With an Enraged Wench II on your tail, you can get up to a 30% increase in speed. Even though you will burn her out, you can always get more wenches in port!
the high slots: One might be tempted to equip the Enslaved Seamstress II rather than the Endentured Carpenter II as they are far cheaper and that captains tend to lose sails easier than hull. But I'd still use the Endentured Carpenter II especially against the British Navy as their preference for Doubled Round Shot makes the Carpenters mandatory. Of course against the Revolutionary French Navy with their Long Range Chainshot, you'll have to equip as many Enslaved Seamstresses as possible, otherwise your yarring shipmates will have shredded rigging in no time.
dronebay: Plague Rats II are a must as their bites cause a 50% increase in poison damage over time. Plague Mice are worthless and Rabid Bats are far too expensive.
rigs: As you are likely to be a rarity in a Pirate fleet, you'll be targeted first. Use the Neutral Flags rigs and haul up a neutral flag. The loss of aggro should let you insult the Enraged Wench badly enough to allow you to escape.
implants: The question of Sharp Scalpel vs Bone Saw is a matter of personal preference. The Bone Saw is quicker, but the Sharp Scalpel gives better cosmetic results. I know the German Monocle will cost an entire chestfull of doubloons, but it is a must for a serious ship's doctor. The Germans make the best optics, and the huge increase in perception a German Monocle gives will allow you to cut out the most deeply embedded shrapnel. Unfortunately, you will likely have to sail back to Europe to get one [I know, Europe lagfest!]. At times, a Heavily-Laden Spanish Galleon may drop one, but that is rare.
In terms of ships, the Dutch hull is only useful for cargo running with its extra low slots. While it may be tempting to use a British hull for that extra high slot to equip an additional Endentured Carpenter II, I'd suggest using a French hull. That extra mid slot will allow you to fit more Tankards O'Rum. You can't ever have enough Rum! Yarr!
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Entrepaz
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Posted - 2010.02.24 22:06:00 -
[57]
Originally by: Wired
Originally by: Thirzarr
I have no idea where he got that from but I didn't stick around to have that thing chewing on my face.
that's what she said...
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Kuantosai Semosai
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Posted - 2010.02.25 09:34:00 -
[58]
Barbossas modified undead monkey II FTW lol
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Dr Fighter
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Posted - 2010.02.25 09:46:00 -
[59]
just dont get too carried away while looting and salavging a vessel, by the time we found the "Cracken Call" Cynosural Field Generator I abord an unsuspecting frigate it was too late, 'tis how i lost me legs so it is!
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Mikal Drey
Atlas Alliance
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Posted - 2010.02.25 09:58:00 -
[60]
Edited by: Mikal Drey on 25/02/2010 09:58:37 hey hey
[Vagabond, Yarrr] 'Greaves' Medium Armor Repairer I 'Greaves' Medium Armor Repairer I 'Pilfer' Energized Adaptive Nano Membrane I 'Moonshine' Energized Thermic Membrane I 'Gonzo' Damage Control I
'Saddle' Small Capacitor Booster I, Cap Booster 25 'Harness' Medium Capacitor Booster I, Cap Booster 25 'Plunderer' Spatial Destabilizer 'Gambler' Phase Inverter
'Caltrop' Small Energy Neutralizer I 'Hooligan' Heavy Ion Blaster I, Antimatter Charge M 'Hooligan' Heavy Ion Blaster I, Antimatter Charge M 'Hooligan' Heavy Ion Blaster I, Antimatter Charge M 'Hooligan' Heavy Ion Blaster I, Antimatter Charge M 'Pickaxe' Assault Missile Launcher, Sabretooth Light Missile
139 DPS 428 Volley 13,294 EHP
Feel free to EFT it
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