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Korg Leaf
Time Bandits. Black Cartel.
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Posted - 2010.10.05 18:15:00 -
[61]
the two implants are around 20mil each i think but fairly worth it if you dont go through alot of clones. Also a HAM drake gets around 530dps which is fairly good coupled with the 83k buffer or 94k buffer with heat
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Tusen Takk
Guy Fawkes Trust Fund 31ST Reliables Division
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Posted - 2010.10.05 18:17:00 -
[62]
Originally by: Korg Leaf the two implants are around 20mil each i think but fairly worth it if you dont go through alot of clones. Also a HAM drake gets around 530dps which is fairly good coupled with the 83k buffer or 94k buffer with heat
not bad at all! cheers mate :)
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Skex Relbore
Gallente Red Federation
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Posted - 2010.10.05 18:41:00 -
[63]
I would say the biggset problem with a Drake is that they are so cookie cutter. Don't get me wrong they are nice ships and are formidable and no one likes primarying them when another BC is available to shoot at.
But being cookie cutter makes you predictable and predictable makes you easy to counter.
The real advantage of a Myrm v. a Drake is that it is so damned flexible. It's essentially a mini Domi and is only really forgotten most the time because the Domi is just so damned awesome. The lack of a gun bonus means you can do what ever the hell you want with the highs. The abundance of mids and lows gives a lot of flexibility in fitting choices.
Like a Domi you just never know what you're going to be facing when you come up against a Mrym, will it be shield gank will it be triple repped or plated will it be packing guns or neuts or RR?
Which makes it far harder to counter.
Now people talk about solo PVP which I don't think it's all the great for, but for that matter I don't think either one is particularly good for that role since solo PVP usually means being able to wtfbbq the target and leg it before back-up arrives, which frankly isn't a strength of either boat.
They are both very capable ships. The only reason I went down the Myrm path rather than Drake was, well one I picked Gallante when I was still clueless and even though I know more now I still have some success and I figure it's only a mater of time until CCP fixes hybrids ;-) and the big point that Gunnery support skills affect 3 different weapons systems while Missile support only support 1. So all the SP I pour into Rapid fire, surgical strike etc will work one projectiles and Lasers as well as Hybrids
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