
James Lyrus
Lyrus Associates The Star Fraction
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Posted - 2010.11.30 00:38:00 -
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Originally by: Rian O'Shea I would fly the Sentinel differently, it IS the only really viable EAF though.
[Sentinel, PVP] Damage Control II Micro Auxiliary Power Core I Power Diagnostic System II
Catalyzed Cold-Gas I Arcjet Thrusters Medium Shield Extender II Balmer Series Tracking Disruptor I Warp Disruptor II
Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Small 'Knave' I Energy Drain
Small Core Defence Field Extender I Small Core Defence Field Extender I
Warrior II x4 Hornet EC-300 x4 Hobgoblin II x4
That looks good to me - it's quite a nasty little beasty. The only real drawback is that the Sentinel gets range to it's energy warfare from EAS skill - so EAS5 is a significant step up. The difference between 18.9km and 16.4km is significant, given the range of an overheated web.
The other ship I'd call quite viable is the Kitsune - very different kettle of fish, but one that works very nicely in gang support - it's not a Falcon, but it is fast, agile and locks quickly.
I've been using something like: [Kitsune, MWD/SML/rigs] Micro Auxiliary Power Core I Signal Amplifier II
Catalyzed Cold-Gas I Arcjet Thrusters 'Umbra' I White Noise ECM BZ-5 Neutralizing Spatial Destabilizer ECM 'Hypnos' Ion Field ECM I Enfeebling Phase Inversion ECM I
Standard Missile Launcher II, Caldari Navy Sabretooth Light Missile Standard Missile Launcher II, Caldari Navy Sabretooth Light Missile Standard Missile Launcher II, Caldari Navy Sabretooth Light Missile
Small Particle Dispersion Augmentor I Small Ionic Field Projector I
The only thing EAS really does for it, is improve cap stability - with all 5, it's on 6m of run time, flat out. But otherwise, generally, what you do is overheat your middle rack, slam your MWD and orbit at 80km or so, and apply a jammer of each colour to whatever looks like a threat. Standard launchers need the fitting mod, but they're there because the missile range means you can use them and not die shockingly easily. Rockets just don't have the range to be useful on this ship. Some might argue that there's no point bringing any firepower whatsoever, but it really is handy to be able to zap drones and frigates with ... a not very impressive amount of firepower, at 40km. (I'm not sure I'd recommend using T2 ammo - precision is worthless, and fury boosts your signature)
You're on 9.9 str normally, and 11.7 overheating - and you can overheat for a useful amount of time (you probably want to stop overheating your MWD after a single cycle). But you should get a couple of cycles of overheating out of your jammers - which makes a big difference in the initial stages of the fight, and afterwards str 9.9 jamming is still pretty good - it's about 70% against a cruiser, a bit less against a BC, and quite reliable against a frigate. But your one Kitsune is therefore neutralising 2-3 enemy ships, which is really not bad.
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