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Malcom Vincent
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Posted - 2010.12.07 09:05:00 -
[1]
What ships are the nullsec alliances and WH corps usually in need of?
If I wanted to set up a long term training queue, what should I aim for to be beneficial to a nullsec/wh corp/alliance?
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Asarus Atreyu
The Kairos Syndicate Transmission Lost
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Posted - 2010.12.07 09:30:00 -
[2]
Hmm, Hics are pretty useful to have. ----------------------
Interested in a change? Come see what wormhole life offers in LOST-Pub! |
Daneel Trevize
Black Viper Nomads
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Posted - 2010.12.07 10:52:00 -
[3]
Yeah Prop Jamming V, a racial BS V, racial large guns/launchers V, should all help in many cases and enable/improve nice stuff. Also Logisitics which leads to carriers. Assuming you already have a racial Cruiser V. |
1600 RT
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Posted - 2010.12.07 13:11:00 -
[4]
drakes - shield logistics - ecm ships
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Skippermonkey
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2010.12.07 13:12:00 -
[5]
hugz
Originally by: CCP Capslock
OH GOD THE TESTING
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Truculent Misanthrope
Amarr Generic Internet Spaceships Trading Corp
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Posted - 2010.12.07 20:53:00 -
[6]
Inderdictor Heavy Interdictor Interceptor Cov Ops T2 fit BS HAC Recon
I've listed them in rough order of value. Specific jobs require specific ships. The higher up the list the more relevant you to a variety of different types of pvp. Inderdictor and Heavy Interdictor are very necessary to 0.0 pvp. They will always be along and valued. A good ceptor pilot makes a great scout and tackler. Cov Ops provide scanning which is extremely useful. A good cov ops is worth a lot.
T2 fit BS use seems to be on the decline for a variety of reasons but they're the only ship that can do their particular job. When you need one you need one.
HAC and Recon are amazing ships and are common in many gangs. However, everyone can fly them so it isn't a huge selling point.
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Xituqtra
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Posted - 2010.12.07 21:43:00 -
[7]
interdictors definetly
When I was in 0.0 I sometimes was the only guy showing up in a dictor out of a 150!! man fleet ofcourse FC's loved me for it ^^
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xxxak
Caldari Infinite Improbability Inc -Mostly Harmless-
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Posted - 2010.12.07 22:56:00 -
[8]
The one thing that is ALWAYS in demand is ECM or Logistics.
Anything else is nice, but not required.
Also, most FCs don't give a **** about frigate class ships. 1-3 interceptors is enough for most gate camps/roams/etc.
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oldmanst4r
Minmatar
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Posted - 2010.12.08 01:01:00 -
[9]
Logistics and interdictors, anything else and you're just another expendable meatshield.
Originally by: CCP Shadow
*snip* Castration successful. Shadow.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.12.08 01:01:00 -
[10]
If you have the time, FC's don't mind a well fitted command ship either.
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Tippia
Sunshine and Lollipops
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Posted - 2010.12.08 01:16:00 -
[11]
One that begins with an A. Bonus points if your name begins with A too.
Then they know they won't be primaried themselves. 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 |
Anubis Xian
Reavers
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Posted - 2010.12.08 04:47:00 -
[12]
Obedience. Everything else is secondary.
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
Word of Chaos |
Asuka Smith
Gallente Noir.
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Posted - 2010.12.08 05:17:00 -
[13]
Logistics absolutely are the #1, followed probably by suicidal interdictors of either variety.
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Headerman
Minmatar Metanoia. Test Alliance Please Ignore
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Posted - 2010.12.08 05:40:00 -
[14]
Edited by: Headerman on 08/12/2010 05:40:20
Originally by: Asuka Smith Logistics absolutely are the #1, followed probably by suicidal interdictors of either variety.
+1
I'd also say covert Cyno's are handy too.
There is also a growing trend back to BSs in fleet fights, specifically the Mael. A few of these alpha'ing ships leaves logi's with a big job.
Also, Good leadership skills and the ability to fly a T3 for command bonuses too.
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Arkanor
Gallente Ixion Defence Systems
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Posted - 2010.12.08 07:00:00 -
[15]
Originally by: Tippia One that begins with an A. Bonus points if your name begins with A too.
Then they know they won't be primaried themselves.
...Maybe I shouldn't bring an Armageddon then...
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Drago Katsov
Caldari 0ne Percent.
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Posted - 2010.12.08 14:44:00 -
[16]
Edited by: Drago Katsov on 08/12/2010 14:44:56 Honestly I find most alliance in dire need of are competent cov ops pilot for proper warp ins. It dosent really matter what you can fly IMO. If you are an amazing scout and can provide accurate intel and provide proper warpins, I would gladly have you in my fleet if all you can fly is a covops.
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Arzamor
Caldari
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Posted - 2010.12.08 14:59:00 -
[17]
Originally by: Arkanor
Originally by: Tippia One that begins with an A. Bonus points if your name begins with A too.
Then they know they won't be primaried themselves.
...Maybe I shouldn't bring an Armageddon then...
Bring Absolution instead. But do bring something :).
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Malcom Vincent
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Posted - 2010.12.08 15:04:00 -
[18]
Thanks for the responses so far. It could most definately be interesting to see a few more priority lists like Truculent Misanthrope mentioned based on the worth of the ship or role and perhaps the split on these roles in a fleet. How many would you need in a 100-man fleet for instance?
I can definately see the worth of a well played interdictor (squishy as they may be!). I am after all used to that kind of role, but Im the also the kind of guy that likes to get "in there" so perhaps a good logi or recon setup will be something to focus on as a backup to an interdictor and then possibly a T3 for some solo WH action.
Out of interest, I do see alot of shield tanked ships so the previously mentioned shield logi does makes sense, but how usefull would you find a cap logi?
Thanks everyone!
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Arzamor
Caldari
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Posted - 2010.12.08 15:04:00 -
[19]
Learn PVP. Learn comms discipline. Follow orders.
Pick a role that interests you and specialize in it. Fly the role as often as you can. Practice it if there's no fleet. Research it online, talk to experienced pilots who fly that role.
Start with a recommended ship fit. Find out why it varies (if it does) from highly voted battleclinic fits (excellent way to learn to fit ships - fit is only as good as how well it fills the role). Build your training plan to let you fit that ship properly. Then continue training the skills that support that ship.
Learn PVP. Learn comms discipline. Follow orders.
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Arzamor
Caldari
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Posted - 2010.12.08 15:13:00 -
[20]
Originally by: Malcom Vincent Thanks for the responses so far. It could most definately be interesting to see a few more priority lists like Truculent Misanthrope mentioned based on the worth of the ship or role and perhaps the split on these roles in a fleet. How many would you need in a 100-man fleet for instance?
I can definately see the worth of a well played interdictor (squishy as they may be!). I am after all used to that kind of role, but Im the also the kind of guy that likes to get "in there" so perhaps a good logi or recon setup will be something to focus on as a backup to an interdictor and then possibly a T3 for some solo WH action.
Out of interest, I do see alot of shield tanked ships so the previously mentioned shield logi does makes sense, but how usefull would you find a cap logi?
Thanks everyone!
I assume you either meant armor Logi or energy transfer logistics. Armor yes. Energy - someone will probably design a fleet based around dedicated energy transfer ships, but if they exist now, they're not very common.
If you meant capital logistics, that's a whole 'nother can of worms that deserves its own thread.
Guardians (Amarr-armor) and Basilisks (Caldari-shields) have energy transfer bonuses and fly in pairs/groups to feed each other cap and rep each other and their fleet. Thus a setup that is not capstable solo but pumps out a ton of reps can be cap stable in groups.
The other ships (Oneiros-Gallente-armor/Scimitar-Minmatar-shields) do not get energy transfer bonuses, are better 'solo' logistics, but produce less reps overall than the Basilisk or Guardian when those are properly paired.
If you choose to go logistics, go both Amarr and Caldari, get cruiser, logistics, shield transfer, remote armor repair, and energy emissions all to 5. You will have a slot in every fleet.
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