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Endless Subversion
Genos Occidere HYDRA RELOADED
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Posted - 2010.07.22 14:35:00 -
[1]
Barring the tengu I don't think there is any ship I've spent more time EFTing without coming to any sort of satisfactory use.
Solo: Slow, awful dps, drone based dmg, scares off fights to the point where you never get anything that isn't a massive tarp, awful resists for shield based kiting.
Small Gang: Fairly certain I'm always better off in a dps ship.
Medium Gang: HAHAHAHAHAHAHA ILL JUST NEUT STUFF CAUSE THAT WILL HELP SO MUCH
So, what I want: Tell me what type of gang y'all are using it in and what you're actually DOING with it in a fight. Outline some fights where it's been a good thing you were in the curse or where your ship choice has actually contributed to winning a fight you wouldn't have otherwise.
And forget telling me about solo in it.
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le bamba
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Posted - 2010.07.22 14:47:00 -
[2]
posting in a nerf curse thread
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Deva Blackfire
LOST IDEA C0VEN
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Posted - 2010.07.22 14:50:00 -
[3]
Very small gangs vs capital ship(s) (carriers/dreads). Thats it.
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ROXGenghis
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Posted - 2010.07.22 14:58:00 -
[4]
You have a point; Curse is very situational and more tank/dps is often preferable. But I don't think 1800 m/s is that slow, or that 320 DPS is so awful. And I usually don't ask politely for engagements from scared pilots; I force them. I do agree about the crap shield tank, but flying with logistics support is great.
I'm a fan of having 2 types of ewar handy to support small gangs. Once I used my tracking disruptors to save a gangmate who was going into structure from a kiting Cynabal. I've also used my neuts instead of a scram/web to slow down fleeing enemies (they have better range than scram/web). I've seen plenty of Curses used to neut out enemy logistics and caps.
Personally I really enjoy the challenge since they're so difficult to fly effectively.
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siC0 b0b
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Posted - 2010.07.22 15:54:00 -
[5]
armor tank 'cause it has resists for it, TD and mwd in meds, use it like a falcon, but safer from tacklers due to neuting and drones, you won't get volleyed either and you can always disable ships threatning you like a geddon, mael etc. and you can always support with cap rapage
you're safe with neuts, but TD is the main use i get out of this ship since it ****s any sort of fotm nano ***gotry or matar/amarr in general
this ain't common, people just don't get TD on bonused ships much imho 'cause they didn't encounter it enough
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Lilith Velkor
Minmatar Final Agony B A N E
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Posted - 2010.07.22 16:55:00 -
[6]
HAC / Recon gangs.
Neuts are great range control due to the fact that BCs are mostly shield buffered (or no threat at all due to lack of speed) and dont have room for injectors.
Combination of neuts and TD can shut down multiple turret based ships at once.
Neuts shut down ECM, shut down RR and are generally good anti-tackle if the enemy has fast movers.
While its dps is low, drones mean you dont care about range as long as its inside 50km.
So yea, a dps ship might look more appealing at first glance, but dps will only get you that far, and if the enemy has strong superiority in numbers dps doesnt get you anywhere.
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Cosmic Rainbow
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Posted - 2010.07.22 17:48:00 -
[7]
Hac/Recon/Roaming gangs. Gate Camps/sniper positions.
-Good way to shut down HAC active tanks (armor or shields) quickly and enable the DPS ships to pop them faster. The quicker you can get DPS ships shut down, the faster you reduce the overall incoming DPS, and you gain an advantage.
-Good way to shut down laz0r boats faster. Reduces DPS.
-Popping tacklers/Inties. Nothing shuts down an interceptor whipping around at high speeds quicker than a couple neut's. Ive used the Curse as an effective inty/tackler popper quite a few times. Shuts down the MWD, or AB, and moving 1800 m/s isnt too bad, especially if they are moving 500-600m/s.
-In some cases shutting down logistics ships - but these would be the standalone logistics variety, which doesnt happen all too often. Most gangs run with 2X Logistics to ensure survival. It can help speed the process however of popping them.
-vs. BS gangs. Ive been in a Curse a couple times HAC vs BS gang or mixed BS/Hac gang. It helps big time in shutting down active tanks in BS's, and cracking the shells quickly in order to ruin the dps, especially if you have some snipers. Take a Rokh for example, its so Cap crippled, that if its in a snipe position, you get a neut or two on it and that Rokh isnt sniping anymore. Or Amarr BS's too.
-Avoid passive tanked ships unless they are using laz0rs or you know they are a cap handy-capped variety.
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Tippia
Sunshine and Lollipops
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Posted - 2010.07.22 17:50:00 -
[8]
Originally by: Endless Subversion scares off fights to the point where you never get anything that isn't a massive tarp
àand this doesn't tell you anything about how scary the thing is?
It's only the second best ship (after the Falcon) at completely keeping an enemy from engaging en active combat. Do you expect to come up against minny ships without propulsion mods? If so, then yes, it's of limited use. Against anything else, it gets stuff killed with minimum fuss. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

NoLimit Soldier
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Posted - 2010.07.22 17:50:00 -
[9]
It is MY understanding (and this is coming from a rook pilot) that they really shine when paired with something they work well with.
I have lost a few kills that if I had a curse with me I know they wouldn't have gotten away. They were either to fast (curse can fix that) or had to high of resists (curse can fix that).
The problem if you are EFTing to much. Get out there and fly one.
Rook+Curse is a mean 2 man gate camp.
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