Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ScarrX
|
Posted - 2010.12.14 21:44:00 -
[1]
So I'm going the route of a tackler using the Amarr Malediction. I've been reading up on posts about how to go about this but have a few newbie questions. I've only been online a couple months so my skills are very minimal. I will be PvPing with a small group of friends for the most part.
So I think i got the basic set-up/idea. Web/scram/mwd, shut him down, move fast so he can't hit me. Wait for my buds to dps.
First question, most people seem to say stay out of Web range when tackling, so greater than 13 klicks. Is this a general rule of thumb or do people go for closer range orbiting? Given this Malediction has bonus to rockets, I hear quite a bit of rocket bashing on the forums though I'm not sure why, but will they even be effective that far away, or should I just go with turrets which I have already skilled up quite a bit? Seems like a lame bonus if tackling is more effective at a longer range.
Secondly IS using the MWD, is the idea to keep that active as much as possible? seems like a huge cap drain, but thats probably my low skill level. Just curious if I'm supposed to be orbiting with it on. If I go to a really close orbiting range, is it possible to still orbit at those speeds? Will my rockets still hit at MWD speeds? will my turrets track? I have decent skill in turrets, and small energy turret up to 5.
Any advice/strategies here much appreciated
|
Obsession Paranoia
|
Posted - 2010.12.14 21:49:00 -
[2]
[Malediction, PvpMal] Overdrive Injector System II Overdrive Injector System II Overdrive Injector System II
1MN Digital Booster Rockets Warp Scrambler I Cap Recharger II
Rocket Launcher II, Gremlin Rocket Rocket Launcher II, Gremlin Rocket Rocket Launcher II, Gremlin Rocket [empty high slot]
[empty rig slot] [empty rig slot]
That is cap stable with my skills, which are drop dead sh*t. No web, but your target shouldn't get away from you or your buddies anyway. Orbit inside 7.5k somewhere, keep the MWD on all the time, and it's at something like 4.3km/s.
|
Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
|
Posted - 2010.12.15 00:55:00 -
[3]
Rockets have very recently been improved. Are the viable? I don't know, as I haven't tried them, but within the past 3 weeks they were buffed up. ====================================== I used to be a nice guy, but the utter lack of common sense on these forums has turned me into a prick. NO YOU DON'T GET A FREE REMAP!!! Nothing changed for yo |
Zain Stone
|
Posted - 2010.12.15 06:17:00 -
[4]
You either want to be in very close or far out. So if facing a ship that you can get under its guns get in close orbit at 500 and hope they don't have a neut to waste you cap away, or orbit outside heavy neut range. You will need friends who are coming quickly as you will prolly need to get out fast after a second pilot has a point on the target.
Also this ship needs a tank so don't put 3 overdrives as you will pop very quickly, if you must speed fit it in this post nano age then at least put a nanofibre on there as well. In fact these ships pop very quickly unless in the hands of a skilled pilot (skill points and experience). If you have been playing for only a couple of months then I would guess it will hurt to lose this ship, if that's the case fly t1 tackle to PVP until you have enough isk as you will lose lots of maleds learning how to fly them.
|
Millie Clode
Amarr Insert Cool Name Here
|
Posted - 2010.12.15 07:07:00 -
[5]
Edited by: Millie Clode on 15/12/2010 07:16:42 [Malediction, ...POINT!] Damage Control II Overdrive Injector System II Nanofiber Internal Structure II
1MN MicroWarpdrive II Warp Disruptor II Sensor Booster II, Scan Resolution
Rocket Launcher II, Guristas Thorn Rocket Rocket Launcher II, Guristas Thorn Rocket Rocket Launcher II, Guristas Thorn Rocket [empty high slot]
Small Ionic Field Projector I Small Targeting System Subcontroller I
The main issue with the Malediction is that at inty 4 or 5, your point range is longer than your lock range (hence the targeting range rig). Personally, if I'm going to get an inty and fit a scram to it I wouldnt use a Malediction, i'd rather go with a 'sader or 'ranis
---------- Who, me? |
Rexthor Hammerfists
Caldari Vanishing Point. The Initiative.
|
Posted - 2010.12.15 07:34:00 -
[6]
Edited by: Rexthor Hammerfists on 15/12/2010 07:34:35 Check this for advise and better forget any setups youve seen on this forum ;)
edit, forgot link: http://www.scrapheap-challenge.com/viewforum.php?f=3 -
|
Damar Rocarion
|
Posted - 2010.12.15 11:17:00 -
[7]
Malediction has one problem which you need to keep in mind.
You wont get any rocket velocity bonuses so you cannot tackle anything at your extreme range if you want to also deliver dps with said rockets.
And if you go to rocket range, you are also in web/scram range of other ship which in most cases is bad news for interceptors.
Then again, Malediction can be quite tough for an inty so this might not hurt too much. Sadly, this aspect has less appeal when you consider that Vengeance is also available.
This is one of the reasons probably that many fleet maledictions pack standard launchers.
Damar Rocarion Brigadier General
|
David Devant
Gallente CTRL-Q
|
Posted - 2010.12.15 12:52:00 -
[8]
What you put in your high slots isn't really that important as long as you can dispatch some light drones you're good. What is important in that when you have your tackle that you secure it. If there's one thing I hate it's when tacklers yell 'Point!' and then 2 seconds later 'I'm down!'
2 suggestions for you. Close range boat for pinning cruisers/BCs:
[Malediction, #] 200mm Reinforced Rolled Tungsten Plates I Damage Control II Small Armor Repairer II
Cold-Gas I Arcjet Thrusters X5 Prototype I Engine Enervator J5b Phased Prototype Warp Scrambler I
Rocket Launcher II, Foxfire Rage Rocket Rocket Launcher II, Foxfire Rage Rocket Rocket Launcher II, Foxfire Rage Rocket Small 'Knave' I Energy Drain
Small Ancillary Current Router I Small Warhead Calefaction Catalyst I
Or long:
[Malediction, long] 200mm Reinforced Rolled Tungsten Plates I Damage Control II Small Armor Repairer II
Catalyzed Cold-Gas I Arcjet Thrusters Small Electrochemical Capacitor Booster I, Cap Booster 150 Warp Disruptor II
150mm Light AutoCannon II, Republic Fleet Fusion S 150mm Light AutoCannon II, Republic Fleet Fusion S 150mm Light AutoCannon II, Republic Fleet Fusion S Rocket Launcher II, Caldari Navy Foxfire Rocket
Small Ancillary Current Router I Small Targeting System Subcontroller I
Both are pretty tough.
|
Lugalzagezi666
|
Posted - 2010.12.15 13:26:00 -
[9]
1. scram tackler male - mostly suicidal vs competent hac/bc pilots, but often its worth it since malediction is only around 15m - generally rockets, nos, mwd, web, scram, dc, sar/plate, anp, pg rig and maybe missile rig
2. long range tackle male - worse than stilleto but usually works - generally acs, mwd, point, mse/td, dc, sig amplifier and nano/od/mapc, lock range rigs or astronautic rigs - gistii mwds are only around 10m so consider using one
|
Rodj Blake
Amarr PIE Inc.
|
Posted - 2010.12.16 10:56:00 -
[10]
Edited by: Rodj Blake on 16/12/2010 10:57:32
Very often your target will set his drones on you.
If the target is out of rocket range then you can use them on the drones instead.
Dulce et decorum est pro imperium mori.
|
|
Lugalzagezi666
|
Posted - 2010.12.16 12:18:00 -
[11]
Rockets dont do any serious damage to drones if you are orbiting around target with mwd on. And this is fact for crow with velocity bonus and 2 range rigs. Only 25% /or less/ of VOLLEYS will actually hit drone and damage they will deal to warrior doing 5-6k/s is very low anyway.
|
ScarrX
|
Posted - 2010.12.16 17:03:00 -
[12]
Thanks all for the useful info so far. So the missle projection skill doesn't effect rocket velocity? That skill makes it sound like it effects all missle velocity.
|
Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
|
Posted - 2010.12.16 17:25:00 -
[13]
Any skill for guided missiles
will not work for - rockets - heavy assault missiles - torpedo's
Ignore me
Drone Guide EON 21 & 22 |
Annie Anomie
Shadows Of The Federation
|
Posted - 2010.12.17 11:26:00 -
[14]
In a tackle ceptor the weapons are definitely not your main priority.
I used to fly the male with autocannons tbh.
People say to stay out of web range because there's a lot of unpleasantness a bigger ship can throw at a smaller ship inside a 10km window and a lot of an interceptors survivability is in going fast.
If you really gotta I'd probably try something like this:
Repper and ANP complement the resist bonus. Nos is to run the repper and hold tackle while newted. Tanks 69 DPS overheated. Bear in mind the DPS you're taking from most ships is mitigated six ways to sunday so that may be sufficient provided you shoot any light drones quickly.
You can swap either the point or scram for a web. It's up to you. Personally I don't like losing the long point ability (best you can do with a scram is like 16 overheated with a faction scram) and since webs are only 60% now I think a scram is doing more for you vs. a MWDing ship. OTOH if you want to go for the scram tackle concept 100% you could go web/scram and at that point they're doing 40% of their base speed.
ACs are because they're small and easy to fit and I really like the Nos. If you must fit rockets you can at the expense of a Nos but even bonused it does less damage than unbonused ACs so meh I say.
Rigs are firstly to correct a defect in the malediction - it's short lock range. The poly is because being able to change direction fast saves you from damage while orbitting close in.
[Malediction, Armor] Small Armor Repairer II Damage Control II Adaptive Nano Plating II
Catalyzed Cold-Gas I Arcjet Thrusters Warp Scrambler II Warp Disruptor II
150mm Light AutoCannon II, EMP S 150mm Light AutoCannon II, EMP S 150mm Light AutoCannon II, EMP S Small Diminishing Power System Drain I
Small Ionic Field Projector I Small Polycarbon Engine Housing I
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |