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Timorsham Vot
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Posted - 2010.11.19 23:20:00 -
[1]
Greetings,
I am quite new to pvp and finished training for an Stiletto with support skills up 2 days ago. I would greatly appreciate it if someone could give some advice or tips for it as I have already lost one while engaging at a gate.
Regards, Timorsham
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Timorsham Vot
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Posted - 2010.11.20 00:25:00 -
[2]
bump
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ShahFluffers
Gallente Ice Fire Warriors
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Posted - 2010.11.20 01:44:00 -
[3]
It's a fleet interceptor. It has bonuses to extend the range of warp disrutors and scramblers and reducing the MWD signature "bloom."
Fit as much speed as possible, stay well outside of scram/web range, and lock down targets while remaining alive until your gang/fleet arrives.
For gatecamping, throw on a sensor booster and/or have a friendly remote sensor boost you... watch as your scan resolution jumps to a level where you lock people in -2 seconds.
If you intent is to actually do direct ship to ship combat then you're in the wrong ship. The Claw is a better choice. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |
Suitonia
Gallente Genos Occidere HYDRA RELOADED
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Posted - 2010.11.20 02:33:00 -
[4]
I'd recommend using your extended point range to your advantage and try orbiting most people at 25km when you tackle them (outside of heavy neut range). Make sure you fit a Damage Control and a Medium shield extender on your stiletto, so you can take drones for awhile and don't instapop.
This is a fit I'd use
[Stiletto, New Setup 1] Micro Auxiliary Power Core I Damage Control II Overdrive Injector System II
Catalyzed Cold-Gas I Arcjet Thrusters Medium Shield Extender II Warp Disruptor II J5b Phased Prototype Warp Scrambler I
150mm Light AutoCannon II, Republic Fleet EMP S 150mm Light AutoCannon II, Republic Fleet EMP S [empty high slot]
Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
Don't worry too much about the highs if you can't fit them or use t2, it's mostly auxilarry in function, for killing drones and whoring mails. The scram is there for scramming people who manage to get you in scram range, you can replace it for a web, sensor booster, or another point. Whatever you prefer.
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Harrigan VonStudly
Original Sin.
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Posted - 2010.11.20 03:22:00 -
[5]
Edited by: Harrigan VonStudly on 20/11/2010 03:23:18 Stop engaging on gates in interceptors. Problem solved.
Edit: assuming you lost it to gate guns
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Marz Ghola
Minmatar Royal Order of Security Specialists
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Posted - 2010.11.20 07:25:00 -
[6]
I make my fleet inty's as fast as possible. The only exception to speed I have is a dcu2 in the lows. Warrior 2 drones and combat inty's are what you contend with. Most people don't fit combat inty's for speed, so you have a chance to outrun those (otherwise they will kill a fleet inty rather easily).
You fit 200mm ac and rockets to deal with warrior 2s. Use explosive type ammo to fit the resist hole of that drone type. Your guns are ONLY for defense of drones and lastly, when that target you have locked down is in at least 1/2 structure, dive in and give him a salvo or two of your guns just for an extra f@ck you.
I don't put a mse in my mids, dcu and speed + guns is enough to kill several drones off and allows a mate to get another point on so you can move off safely if needed.
Mids, you can use long point + scram + sensor booster + both scripts (scan res and targeting range). This helps greatly when chasing someone down and you go to overload that long t2 point past 32k. The targeting range script will allow this and a bit more.
Also, be aware of using a sensor booster in this fashion, once you have used the sensor booster and have your point and appropriate range, turn the sebo off to save cap. If you don't have perfect skills, you will cap out, even without being neuted as a long point is a bit cap hungry for a frig hull.
With a long point (t2 disruptor) and scram, you have to time things just right since you must do your best to slow down quick targets for your pals to affect a kill. Once you have a point, the target will try to burn away to avoid your buddies slower ships staying up with him. You must quickly dive in, hit him with the scram, watch his speed drop drastically, then just as quickly move back out of his scram (and your death) range. You have to time it just right so this slow-down happens just as your pals show up. If you have to do this more than once, he will most likely be waiting for you on your next attempt.
When making speedy fits, also be sure of your orbital kick out i.e. if you set an orbit at 20k, a fast inty's speed might throw you out to 24-25k, so don't lose your point. This is harder to do on fast targets as they are sure not to keep a standard orbit to get you to slingshot past them, giving them the gap needed to escape your point and warp out. With this kind of fast target you simply must get closer which means more danger for the fragile fleet inty.
Ultimately, buy 50 or so and keep a log of the losses and the rights and wrongs. Losing piles of these ships has greatly helped me understand a small amount about flying these ships in faction wars.
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Indeterminacy
THORN Syndicate Controlled Chaos
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Posted - 2010.11.23 16:48:00 -
[7]
Originally by: Timorsham Vot Greetings,
I am quite new to pvp and finished training for an Stiletto with support skills up 2 days ago. I would greatly appreciate it if someone could give some advice or tips for it as I have already lost one while engaging at a gate.
Regards, Timorsham
Never click approach.
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Magnus Orin
Minmatar United Systems Navy Wildly Inappropriate.
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Posted - 2010.11.23 21:02:00 -
[8]
As others have said in this thread already, the biggest thing you need to learn is to manage the range at which you orbit while tackling.
You need to be within disruptor range, but outside scram range.
The it's all about finding the right guns to match that range/tracking speed.
I find it tough to do any reasonable dps in my stiletto, but its no problem if you are in a fleet as dedicated tackle.
Work on reducing your lock time with skills and sensor boosters if needed, the stiletto has a slot to spare for one.
be prepared to lose some ceptors learning.
they can be a bit tricky to fly, and not very forgiving of mistakes.
also, thermodynamics are key. if you do not have thermodynamics you will most likely lose every 1v1 ceptor fight you engage in.
an overheated MWD is a glorious thing :) Sarcasm - Because i'm too far away to strangle you. |
Enno Duluoz
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Posted - 2010.11.24 18:49:00 -
[9]
Edited by: Enno Duluoz on 24/11/2010 18:54:45 Don't overstack speed modules. Just don't. Speed isn't everything in a 'ceptor. It's important, but not everything, and if you followed the advice of "SPPPPPPEEEEEEEEDDDD TWEEEEAAAAAK" you'll overstack modules and kill slots you could fill with useful things.
Fit for the role. You're there to lock down targets, so first things first, ALWAYS fit a t2 disruptor.
Catalyzed Cold Gas is better than t2 MWD. 'Cause you can heat longer... and it fits easier.
Do you have thermodynamics trained? Then fit so you can actually target at your overheated point range, be that with a sebo or a an ionic field projection rig. I prefer the rig, 'cause it's cap independent. If you've got the cap skills, a sebo would be ideal, as you can load a script tailored for the situation. Camping a gate? Load a resolution script.
Now fit for cap stability, running a MWD and a t2 disrupt.
Next, fit autocannons to kill drones, and a rocket launcher. Load either CN rockets or defender missiles.
Now fit for speed. If you try to do nothing but speed, you'll be a very bad forward fleet point.
If you're trying to do ANY dps to your target, you're not flying like a fleet tackle. Even if you were in AC range, the DPS is pitiful. You're there to hold a target for a friend to smash to pieces.
Fleet tackle is my favorite role to fill. Just fly out ahead of the fleet, point a target, get laughed at in local ("what is this wickle stiletto trying to do, haha...) and then snicker when their laughter turns to gasping rage as the fleet jumps into system.
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Esker Sheep
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Posted - 2010.12.02 15:28:00 -
[10]
I run a slightly different fit than above for roams.
Drop the speed rigs and fit warp optimizer rigs instead. Then fit a core probe launcher in the highs and fit the lows for agility. When roaming through carebear space you can de-cloak, pop a probe and set it scanning, run a couple of D-scans to determine likely targets, finally warp to the most likely sigs revealed by the probe scan.
The warp speed rigs and agility mods shave a few seconds off the warp time and give your carebear target less time to warp off.
Orbit at around 26k but watch the target to make sure that they don't warp away. Don't bother with a scram. You're not there to disable the target just to stop it warping off.
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Pinky Starstrider
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Posted - 2010.12.04 21:05:00 -
[11]
Dramiel > all
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Larton Dretta
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Posted - 2010.12.04 23:00:00 -
[12]
Don't start PvPing from a rather expensive ship with a very specific role, that requires above average game knowledge to execute properly.
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Shurikane
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Posted - 2010.12.05 23:26:00 -
[13]
From my bits of experience at inty PVPing in my trusty ol' Taranis:
- A webber and a scrammer, of course. One point is often enough. The 20 kilometer range is more than welcome.
- Guns matter little. You won't be the main damage dealer. Fit whatever suits your fancy but never at the expense of other modules. Basically, put guns last, using whatever resources you have left.
- Sensor boosters are a godsend. Script them for scan resolution. You want to lock things mega-quick to get a point on them.
- Jot down your scan resolution and sensor range - your FC will want to know them.
\
- When gatecamping, orbit the gate at 15 or 20 kilometers. Fleet members might send drones to you in assist mode and it makes you easier to spot that way.
- Take your gang/corp/alliance mates off overview. Leave only rats, landmarks and enemies on it. Approach first, target after.
- You have the perfect ship to podkill people. Intercept the moment ships blow up and get those pods!
Hope it helps a bit.
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Sneaky Noob
Ice Fire Warriors
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Posted - 2010.12.06 17:07:00 -
[14]
do a dual-prop scram/point or scram/web combo.
tackle fast valuable stuffs and watch them explode (you'll prolly die too, btw).
The Sneakiest N00b in all of EVE -------
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Yabba Addict
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Posted - 2010.12.20 20:59:00 -
[15]
Originally by: Larton Dretta Don't start PvPing from a rather expensive ship with a very specific role, that requires above average game knowledge to execute properly.
This.
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EMO JAck
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Posted - 2010.12.22 05:35:00 -
[16]
You are a tackler nothing more dont try to do anything more. You scream in tackle your target and hold them untel help arives.
If your lucky you can grab hulks and weaker frigs in a belt. Mabye a cruiser if your really lucky.
DO NOT AGRO GUNS IN A FRIG!!!! You insta pop and can not speed tank gate guns. I tried once it ended poorly.
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Shailagh R
WTB Somalians
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Posted - 2010.12.22 05:49:00 -
[17]
Originally by: Timorsham Vot Greetings,
I am quite new to pvp and finished training for an Stiletto ..... Regards, Timorsham
This is going to work out swell...... idiot.
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Yinamoto
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Posted - 2010.12.22 07:12:00 -
[18]
Originally by: Shailagh R
Originally by: Timorsham Vot Greetings,
I am quite new to pvp and finished training for an Stiletto ..... Regards, Timorsham
This is going to work out swell...... idiot.
Guy asked an honest question, no need to be a **** about it
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Merdaneth
Amarr Angel Wing.
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Posted - 2010.12.22 13:52:00 -
[19]
1. Orbit at a maximum distance at maximum speed. 2. Make a beeline to safety when you hear the damage warning beeps
Honestly, if you are starting off, fast and long distance interceptions are much better for your health. You don't want to get into the range that your weapons are actually firing at first. Once you can keep a point and survive the tackle, you can try more risky tactics, like moving in close and webbing the target.
If you are tackling for 'a blob' only your initial reaction speed matters, once another ship has secured the point, you'll be practically obsolete. ____
The Illusion of Freedom | The Truth about Slavery |
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