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Bobbeh
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Posted - 2005.01.24 06:56:00 -
[1]
Minmatar frigate 5 will be finished soon and i have a feeling i will love the claw since i am such a fan of the rifter. I would like to know if anyone has any useful tips for the Claws use especially when fitting. I have had some ideas, with long range/short range. They are (at a glance they will fit although cant be sure):
3x 200mm Autocannon II / 3x 280mm II 1x Named Standard Launcher
1x MWD II 1x Fleeting Propulsion / Named 20km Scrambler
1x Micro aux 1x 400mm rolled tungsten / Cap relay 2x relay
Anyway, i need all the help i can get. I have experience with long range frigate/cruiser killing in my crusader so perhaps i would prefer a short range variant. Cheers, bob Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

Erucyll Turon
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Posted - 2005.01.24 08:08:00 -
[2]
you wont be able to fit 3 x 250 II nvm 3 x 280 II..
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ELECTR0FREAK
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Posted - 2005.01.24 09:27:00 -
[3]
Edited by: ELECTR0FREAK on 24/01/2005 09:29:17
I wouldn't put any armor plate onto an Interceptor; that just defeats the purpose, which is speed. A plate will slow you down and make you easier to hit. In an Interceptor, if you're taking damage, you're doing something wrong. The Cap relay is much more useful. If you want to fit something else besides a relay in low, throw on a damage mod.
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starfox2004
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Posted - 2005.01.24 10:17:00 -
[4]
My high slots are as folllows 3 x 280 II and 1 rocket launcher it fits !
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hooj
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Posted - 2005.01.24 11:06:00 -
[5]
i like 3x 250 II, standard launcher mwd, 20k scrambler 3x cap relay, 1x T2 tracking enhancer
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Shevar2
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Posted - 2005.01.24 11:09:00 -
[6]
Edited by: Shevar2 on 24/01/2005 11:09:38 Sounds about right, you will need to drop the 400 plate if you want to use 280's and a 7.5 km scrambler or webber is generally better when you are using 200's. The rest it looks like a decent setup, you could also consider changing a cap relay for a deactivated rep if you are flying outside empire though, it's handy to repair between battles.
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Magorath
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Posted - 2005.01.24 11:24:00 -
[7]
Like Hooj said.
3 250mm t2s Standard launcher
MWD 20k Scrambler
3 cap power relays 4relay if you dont ahve skills to run this forever or overdrive/nanofiber.
Just keep yourself out of web range and it'll do the trick.
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CmdoColin
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Posted - 2005.01.24 13:00:00 -
[8]
First up - the claw is real tight on CPU. You can actually get better fittings on a rifter because of that.
Weaponary - what are you trying to hit? What range. Why use 25km light missiles when you are using autocannons with a top range of 6km? Rockets do a greater damage over time than lights. If your using a 7.5km scarmbler go for rockets.
Personally if you want a short range set up - 200mm emp (125mm have better tracking same range and I find do pretty much the same damage when RoF is introduced).You are using the additional fall-off as the range. I get 30-40 damage per second per gun. Unless you've sharpshooting 5, and trj analysis 5 - you'll need to swap this out when doing long range stuff with the auto's. Remember max range is optimal + fall-off.
Use named rocket launchers - you can get the RoF seriously insane with good skills. Have defneders in your cargo hold at all times. The defenders won't work very close up - as inside 2000m as launch and fire - you've already been hit. I personally rate 2 launchers as they give you the flexibility of range. If your webbed or facing a better knife fighter like a gallnete ship - you've then got an option they don't - stand off and pound them with rockets outside their range. Also 2 named rocket launchers launching defenders will keep all the missiles of you back - even cruise from a raven if you work at it and the force is with you that day. As for over confident kestral pilots using lights - they learn why the crow only has 3 missile slots and one gun slot.
Mids... mwd... depends on your skills check out the 1mn t2's... I've acceleration control 5 and have had a nice suprise. Basically unless its a duel I still wouldn't be confident without a 1mn mwd. Warp scrambler or web - depends what your doing. Frig duels I'd go web every time. PS - did they up the range? I thought webs were 7.5, they're 10km - am I just loosing it.
Low's. Its fragile - forget the plate - speed is your friend. Stick in as many cap things as you need (try power diags too if there are pg issues - kinda does both badly - but I like the shield bonus too). Go overdrives. Make the fastest ship go faster. Seriously. Go faster... I also occasionally use tracking or gyro's. Think I've one cap relay, overdrive, t2 gyro and at2 tracking thing in my lows right now.
The Minmatar ships are meant to be fast and hard hitting. I always try to go to the extreme with a ship set up, really working on what its good at - not fixing what its not so good at. Thats a tactical consideration of using it - and playing to its strength.
Audita et altera pars |

Shintoko Akahoshi
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Posted - 2005.01.24 13:33:00 -
[9]
Hi, I'm your friend, the 150mm light autocannon. And this is my friend, the 400mm armor plate.
I don't really agree with the people who say you shouldn't armor up a Claw. It armors up really nicely, having a nice power core which you can dedicate mostly to armor if you fit low power weapons. For 2 mid slot interceptors, I prefer MWD and web, and just hope that I can kill my target before they warp out. With that in mind, I'll fit for maximum damage: 3 guns and a rocket launcher - the rocket launcher bumps your target around, which slows them going into warp, while 150mm autocannons have double the ammo capacity of 200mm's, which makes a difference if you're going up against larger ships.
The result is a ship that's very fast, very tough, and very hard to hit once you settle into that close, tight non-MWD orbit. I've taken out pretty much every type of interceptor, several kinds of assault frigates, cruisers and (once, before I had to flee reinforcements) nearly an assault cruiser with this ship.
There's no meaning to life when you cling only to common sense |

MOOstradamus
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Posted - 2005.01.24 14:04:00 -
[10]
Quote: Minmatar frigate 5 will be finished soon and i have a feeling i will love the claw since i am such a fan of the rifter.
Um ... the Claw is an Interceptor and therefore based on the Slasher
MOOrovingian "Following & supporting EVE (since Jan 2001) is like wiping your arse with sandpaper."
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BigJim Beef
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Posted - 2005.01.24 15:08:00 -
[11]
Originally by: MOOstradamus
Quote: Minmatar frigate 5 will be finished soon and i have a feeling i will love the claw since i am such a fan of the rifter.
Um ... the Claw is an Interceptor and therefore based on the Slasher
Yes, but it has more in common with the rifter, just faster, tougher and with 2 more low slots.
And i'm a big fan of semi tanking the Claw, with a MAPC you can fit 400rt, a T2 armour rep (1002 armour with hull upgrades 4) and that leaves you a free slot for a hardener or something. Only downside is that you're pretty limited on Grid and CPU by this point, but 125t2's take like 1 grid/2 cpu (i think) to fit. Use named stuff to save CPU, arbalest or oe5200 rockets have equal CPU (something like 8.4 with weapon upgrades 4) and an X5 web uses 1 less than fleeting 
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Bobbeh
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Posted - 2005.01.24 17:42:00 -
[12]
Erucyll: Just running numbers through in head
Claw = 50 grid at lvl 5 engineering. MAP = 12.5 grid increase = 62.5 grid total
3x 280mm Howitzer II = 39 Grid 1x Limos Standard = 3 grid 1x MWD II = 15 grid 1x Disruptor = 1 grid = 58 grid used
Anyway, Electro, A claw can top 4000m/s with mwd II. If I wanted purely speed I would stay with my crusader, which is afaik 200-400m/s faster with mwd II. With the armour plate I would still be moving 3600m/s + which I believe is as fast as most interceptors. It just gives me a 1000+ total armour points. But I have just realized that a crow might be able to give me a hard time so long as it had a 90% webber also.
Anyway, thanks for the information on the rocket launchers. I just thought that I could fire with lights as soon as I got a lock then they would hit once I had a web, upping the DoT to perhaps more than a rocket launcher. Thanks for the information, I am very interested in the smaller autocannons at short range, might free up some CPU, allowing for Gyrostabilizer, making them more powerful than 200mm.
Please keep them coming.
Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

Bobbeh
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Posted - 2005.01.24 17:49:00 -
[13]
just ran some numbers, 125mm gatling autocannon II seems to be only 11% worse on DoT and also saves a lot of CPU and Grid. the 150mm is around 5% worse on DoT, an option as well i suppose. Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

DaddyS
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Posted - 2005.01.24 18:24:00 -
[14]
Hi folks,
I really found some interesting ideas here. I think I have to get my Claw out of the hangar after I almost gave up all my hope regarding the this ship.
Cheers DaddyS
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Vampire Blade
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Posted - 2005.01.24 21:12:00 -
[15]
best anti frigate interceptor out there. ----- ----- -----
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Lorth
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Posted - 2005.01.24 22:21:00 -
[16]
Here's a fun set up.
3X150mm, Heavy launcher. MWD, Web 3 micro aux, co-pro2
Its very very funny to see the reaction in local when people look at thier kill mail and see a heavy missile as the weapon type.
I also like the 125mm/400mm plate set up a lot. Pair this with a kinetic membrane (tech 2 if you can) and your a crow's/taranises worst nightmare.
Currently I'm trying to fit out a gankaclaw. Thus far I have gotten 3 200mm and 2 damage mods on. With good skills and a co-pro it should be possible to fit out a third damage mod.
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Bobbeh
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Posted - 2005.01.25 04:21:00 -
[17]
Best setup i can come up with at the moment:
3x 125mm Autocannon 1x Arbalest Rocket
1x MWD II 1x Fleeting Prop
1x 400mm Plate 1x BASIC REACTOR CONTROL 1x Gyrostab II 1x Relay
without the gyrostab and reactor control you have 50/50 grid, making it the most annoying situation ever, micro aux = too much CPU, so basically you have to skip a second relay, but i dont mind.
There are other setups that i have been suggested which sound awesome also, i will try them.
More suggestions please. Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

RollinDutchMasters
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Posted - 2005.01.25 04:30:00 -
[18]
Originally by: Bobbeh Best setup i can come up with at the moment:
3x 125mm Autocannon 1x Arbalest Rocket
1x MWD II 1x Fleeting Prop
1x 400mm Plate 1x BASIC REACTOR CONTROL 1x Gyrostab II 1x Relay
Drop the Arbalest Rocket and Basic Reactor Control for a Caldari Navy/Dread Guristas Rocket (0 powergrid) and a cap relay.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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BigJim Beef
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Posted - 2005.01.25 04:31:00 -
[19]
Originally by: RollinDutchMasters
Originally by: Bobbeh Best setup i can come up with at the moment:
3x 125mm Autocannon 1x Arbalest Rocket
1x MWD II 1x Fleeting Prop
1x 400mm Plate 1x BASIC REACTOR CONTROL 1x Gyrostab II 1x Relay
Drop the Arbalest Rocket and Basic Reactor Control for a Caldari Navy/Dread Guristas Rocket (0 powergrid) and a cap relay.
Caldari navy rocket uses way too much CPU i belive...
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RollinDutchMasters
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Posted - 2005.01.25 04:36:00 -
[20]
Originally by: BigJim Beef Caldari navy rocket uses way too much CPU i belive...
It uses 3 more CPU then an arbalest rocket launcher. The cap relay uses 6 less CPU then the Reactor Control.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Lorth
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Posted - 2005.01.25 06:53:00 -
[21]
Originally by: Bobbeh Best setup i can come up with at the moment:
3x 125mm Autocannon 1x Arbalest Rocket
1x MWD II 1x Fleeting Prop
1x 400mm Plate 1x BASIC REACTOR CONTROL 1x Gyrostab II 1x Relay
without the gyrostab and reactor control you have 50/50 grid, making it the most annoying situation ever, micro aux = too much CPU, so basically you have to skip a second relay, but i dont mind.
There are other setups that i have been suggested which sound awesome also, i will try them.
More suggestions please.
Wow thats a nice set up. I'm impressed that you managed to squeeze it all in.
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Bobbeh
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Posted - 2005.01.25 12:18:00 -
[22]
Rollin, are there a lot of them flying about and if so then yar i will!
I thought maybe an n-type kinetic hardener would better suit the position of the gyro, what do you think guys? Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

RollinDutchMasters
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Posted - 2005.01.25 15:53:00 -
[23]
Originally by: Bobbeh Rollin, are there a lot of them flying about and if so then yar i will!
I thought maybe an n-type kinetic hardener would better suit the position of the gyro, what do you think guys?
I've seen a couple of them go through the sell orders forum in the last few days, but theyre pretty expensive.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Bobbeh
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Posted - 2005.01.25 17:55:00 -
[24]
Are we talking 5-10mil expensive or 50-100mil, if its the latter i feel sorry for the current state of afairs.
The problem is, these modules never get used in PvP because some carebear in Xetic space can chain BS rats in his apoc and never die, meaning he can pay whatever he wants for these modules because he will never lose them. Longest sentence ever. Mimiru > It'd be a tie, the monkies nerfed pooflinger wouldnt have enough tracking to hit the parrot orbiting him, but the parrot's beak is so small it couldnt break the monkey's fur tanking. |

Pallendor
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Posted - 2005.02.19 02:52:00 -
[25]
ok i got my claw after 2 months. Come summer i`ll av trained the nice setups you recommend. Was wondering if anyone could give me some advice on avoiding being hit in the meantime. Right now its like flying a barn door. Even with MWD 1 on i get hit by everything. Most i can deal with is a few crappy rats. I`ve trained evasive maneuvers 5 of course, but wot else can i do to avoid being hammered as soon as i get near anything? I cant even get near to anything tough cos they destroy me before i`m close. It does look pretty cool tho
Thanks for any tips 
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Seraph Demon
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Posted - 2005.02.19 06:42:00 -
[26]
Pallendor, given time and SP your survivability will increase alot. The claw is not a ship for low-skilled pilots, in your position I would actually recommend a cruiser (stabber most likely), because they are just tougher, and don't need as much raw skill power to be effective.
I can solo 0.1 Angel spawns in my claw, it is a powerful ship, you just have to be as good as it is
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Pallendor
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Posted - 2005.02.19 17:38:00 -
[27]
thanks for the reply. I am pretty low skilled ur right - could you recommend the skills which a good inty pilot needs? Do implants come into it? Thanks again for any advice
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Lorth
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Posted - 2005.02.19 21:55:00 -
[28]
Edited by: Lorth on 19/02/2005 21:59:35 Sure I'll give it a go.
Ok how to set up your claw.
First, look at the bonuses. Three of them effect turrets. Therefore fit as many turrets as you can, they are your main damage dealers. I see to many people fitting 2 turrets and 2 launchers.
Ok next, your mid slots. I'll assume your going to pvp with this so... You need the MWD, to out run missiles, and to get to your target before he warps. Now your remaining mid slot you can fit with either a web or a scrambler. Web if your in a group or are fighting people you know will fight back, scrambler as a defult choice.
Now you have your low slots. Theres a whole lot of good options here. And the lows tend to be what seperates a good set up from a bad one. You have the option of fitting out as a 'tank,' a damage dealer, or for speed, or in some cases a mix. The tank involves ushally a 400mm plate, and maybe a small armor repaier. The damage dealer fits a tracking mod and a damage mod. Speed, put some nanofibers in. I'll leave you to experiment with this.
Ok skills.
First, get you navagation skills up. Frigs in general are all about speed, its thier offence and defence in many cases. Aim for lv 4 in all nav skills and your doing good.
Now you need gunnery skills. Projectiles have bad tracking compared to thier counter parts, so motion prediction should be a priority. Also they tend to have large fall-offs which can be an advantage if you know how to use it, anouther skill to train. Also weapons upgrades is nice to have at a high level as the claw is short on cpu in many set ups. Theres also some 4 skills which directly affect your damage (if your using tech 2,) so train these up as well. In effect you'll want to start training up gunnery skills to high levels all of them, but I feel the ones have specifically mentioned are important.
A few other skills worth noteing. Spaceship command is rather nice to have trained up. The claw is heavy meaning its agility is rather low compared to other ships. It also has a very short lock range, so train long range targeting *your guns can hit further out then you can lock* Energy managment lv 4 will allow you to fit a micro auxillary power core, a great asset to frig pilots.
Hope that helps
EDIT: Do not get implants. Interceptors are primarly used for pvp. There are many ships that NPC better and for less cost then an inty. And your going to lose a lot of claws, face it. So your going to be podded sooner or later and lose some 400mill worth of implants in your head.
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Chode Rizoum
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Posted - 2005.02.20 00:26:00 -
[29]
High : 3 x 250 mm II 1 x Luncher
MED : Mwd named or tech II Warp scrambler
Low : 2 x cap relay 1 x dmg mod 1 x tracking enhancer
Centuria > whoot? Centuria > you stalking me? :) -- Nafri > then I a bird pooed on my head AND ON MY MEAL -- http://www.subroc.net/teddybears/
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Jorlin
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Posted - 2005.02.20 01:41:00 -
[30]
Quote: Right now its like flying a barn door. Even with MWD 1 on i get hit by everything
hmm... i had some fun last night when a VERY fresh corpmate asked me to lend him a hand in a L1 DS mission. Claw was the only thing i had floating around at the place i was so i just threw in some modules and went to him. i didn't do much...just orbiting the rats at 2,5k with 700+ speed...didn't bother to switch on the AB because i wasn't taking any hits. might have been because of the 4 nanofibers in low slots though ;)
fitting was (remember, i just threw in what i had there...) hi: 3x 200mm II 1x standard missile launcher med: 1x 1MW AB 1x small shield booster Low: 4x various nanofibers
not a setup that i would use seriously though ;)
no police, no summons, no courts of law; no proper procedure, no rules of war; no mitigating circumstance; no lawyers fees, no second chance! |
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