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Tomar Lyonsbane
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Posted - 2005.01.31 00:03:00 -
[1]
I am looking for a Vigil setup for <0.2 space exploration. I checked the ship setup sticky and have had a quick look in this forum to no avail. So here we are...
I have chosen this ship because it is fast, nimble and cheap (expendable). Ideally I would like to set it up with cheapish equipment as this is my first trip to 0.0 and I expect to get blown up (but feel free to suggest more advanced setups).
I figure I need two things. Speed and the ability to warp away if needed. So a few warp core stabilisers and an overdrive injector in the low slots?
For the medium slots, an afterburner rather than a micro-warp drive to make me harder to lock? Plus, it'll save capacitor usage and I figure that I'll be webbed anyway. So that brings me onto defence. Shield enhancements perhaps (or use some plating in the low slots?) I looked at EW jamming but doubting my ability to jam the bad guys I thought it best to give those a miss. As for sensor dampeners, not much use as I'd have to lock first or break their lock subsequently. So, how about weapon disruptors? Or maybe a webber so I can use my speed to run away?
For the high slots I start to get lost (I have been a miner and trader up to now). I was thinking long range weapons and using my speed to keep me out of trouble. For the launcher slot and missiles I am a complete novice and am planning to practice first. However, any advice (or links) would be *most* welcome.
So, these are just my initial inexperienced thoughts and I would welcome pointers (and out-right corrections) from veteran players.
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BigJim Beef
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Posted - 2005.01.31 00:31:00 -
[2]
I doubt you'd survive any combat engagement in a vigil, so taking guns is really just a waste of space. Also, if you need to get to a gate in a hurry, an MWD will get you there much faster. Defense (tanking) really isn't worth it, your best bet is simply not to get shot at, and to run when you are. A couple of sensor damps might be enough to break the lock of an interceptor provided he's not crawling up your exhaust, but i wouldn't rely on them to save you.
HTH
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Jack Winters
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Posted - 2005.01.31 00:34:00 -
[3]
You could use the dampners, just to allow your ship to get into warp again, but try with a cloaking device, seen many use that for "scouting". But anything that can keep the people from shooting at you will be a good idea. ----
"Don't be too proud of this technological terror you've constructed" - Darth Vader
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Masta Killa
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Posted - 2005.01.31 00:34:00 -
[4]
If it's just exploration then you'll use:
High: Nothing
Med: named 1mn mwd, 2x cap rechargers
Low: overdrives --------------------------------------
We are The Collective. Resistance is futile. |

BigJim Beef
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Posted - 2005.01.31 00:36:00 -
[5]
Originally by: Masta Killa If it's just exploration then you'll use:
High: Nothing
Med: named 1mn mwd, 2x cap rechargers
Low: overdrives
Cap batteries can be handy if they'll fit, since they will let you warp further...
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Hobbsalong
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Posted - 2005.01.31 02:06:00 -
[6]
Edited by: Hobbsalong on 31/01/2005 02:06:34 tech II mwd 1 small cap battery rest cap and overdrive. Should work. But insta lock bs will still get u with a sniper setup. There is no 100% safe way
Also if u see a BS sitting in the path of your approach to gate. Dont go. The smartie will killl u VERY VERY quick. (I speak from personal experience :P)
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Redginald
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Posted - 2005.01.31 04:28:00 -
[7]
your best 0.0 defense...cloak. If you are caught, warp to a planet/moon and cloak. Double click in any direction and keep going till you can get out.
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Voltron
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Posted - 2005.01.31 07:29:00 -
[8]
mid - 1 mn mwd and 2 cap batts low - 3 nanofibers high - cloak and whatever else you want, perhaps 2 rocket launchers with defenders
for pure exploration its a wonderful setup, the nanos increase your speed and help you get into warp faster, the cloak can save you in a tight spot, and the cap batts.......well someone already said what those are for.
Volt
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