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Damon DeSade
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Posted - 2005.02.03 10:18:00 -
[1]
I'm a returning player and there has been alot of changes. I was wondering what are some of the best setups to make a ship go fast for:
NO RISK ERRANDS SOME RISK ERRANDS AND COMBAT + HIGH RISK TRAVELING
THanks |

Tisti
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Posted - 2005.02.03 10:36:00 -
[2]
Edited by: Tisti on 03/02/2005 10:36:24 probobly an ammar inty + local overdrives in the low + 1mn gistii+ navigatio lv5 + 5% velocity implant and acceleration control lv5 definitly the way to go fast
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Damon DeSade
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Posted - 2005.02.03 10:58:00 -
[3]
that was greek with all the abrev's :O
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Jim Steele
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Posted - 2005.02.03 11:22:00 -
[4]
Yeah its posible to get an amarr inty access of 7.5km/s so ive been told, a crow only does 5.5km/s with gisti and local nanos but thats still fast.
The only worry i have is getting stuck at a gate, they should really sort that bug out! sitting at a gate waiting to jump is annoying as hell!. 
Death to the Galante |

Aion Amarra
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Posted - 2005.02.03 12:19:00 -
[5]
To de-greek the first reply, he said parobably an amarr interceptor with local (the best named) overdrives in the lowslots and a 1mn Gistii A-Type MWD. (Gistii mods are dropped by the ships inside Serpentis Complexes. They're faction mods)
THat Gistii MWD is cool. 661% Speed boost without any modifiers applied.
Neways, when running high risk errands with low cargo amounts, I'd use a a fast frigate. Any of the abovementioned ships. I usually use a simple Rifter though. It goes 4km/s with Gistii MWD, two techI Nanofibers and Nav 4.
In general I'd prefer Nanofibers instead of overdrives when NOT fitted for combat. You accelerate much faster and do not give up cargo for them. E.g. a Rifter warps the moment it gets out of cloak even when having to do a 180¦ turn. If just two Tech1 Nanofibers are fitted. helps on the way towards gates as well, as you usually don't reach full velocity anyways, the Nanofibers are the way to go.
If you had to haul a LOT of cargo, I'd use (low cost) the new Amarr industrial (Sigil). Its twice as fast as any other industrial you can get your hands on. Or alternatively (high cost) one of the new Elite Industrials. THe Blockade Runners are fast (and sturdy) and the Deep Space ships are slow, but even sturdier.
As combat fittings are usually radically different from travelling fittings, i can't comment on them, though. Not much experience in PvP.
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Rakull
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Posted - 2005.02.03 14:45:00 -
[6]
Why an amarr inty?
Crusader Base speed: 455 m/s Claw Base speed: 475 m/s
also the base cap on a Claw is slightly better on a Claw base on a Crusader is 0.33 cap/sec and 0.34 for a Claw
only downside I can see to the Claw is the mass, which is 75.000 more
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Naylon
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Posted - 2005.02.03 15:08:00 -
[7]
Unfortunately gone are the days of 15km/s+ in my incursus 
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Cinnander
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Posted - 2005.02.03 16:20:00 -
[8]
Amarr have lots of lowslots for overdrives ;) |

Muad 'dib
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Posted - 2005.02.03 16:23:00 -
[9]
Edited by: Muad 'dib on 03/02/2005 16:25:43 Claw has 4 low slots, which is equal max with the amarrs top cepter :P
Shame no1 in my corp has an amarr inty, otherwise id have a race  -=-=-=-=-=-=-=-=-=-=-
 /|\. '/\' The Wild West Made Me Quicker On The DRAW Than You |

Jim Steele
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Posted - 2005.02.03 18:10:00 -
[10]
Edited by: Jim Steele on 03/02/2005 18:10:18 a mwd as thrust, now by newtons laws F = M (mass) x A (acceleration)
Now in eve velocity is capped and the mass/force formula basically means a mwd will give more thrust and therefor speed to a lighter inty. This means amarr + mwd is faster then claw + mwd, sucks i know as amarr already have the best ships..
Death to the Galante |

Vicker Lahn'se
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Posted - 2005.02.03 19:03:00 -
[11]
Originally by: Jim Steele Edited by: Jim Steele on 03/02/2005 18:10:18 a mwd as thrust, now by newtons laws F = M (mass) x A (acceleration)
Now in eve velocity is capped and the mass/force formula basically means a mwd will give more thrust and therefor speed to a lighter inty. This means amarr + mwd is faster then claw + mwd, sucks i know as amarr already have the best ships..
Jim, don't quote Newton when you talk about Eve. If Eve followed F=m*a, then a 1MN afterburner would cause a frigate to accelerate at 1m/s^2. This means it would take a ship 10 minutes to reach a speed of 600m/s.
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Keva
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Posted - 2005.02.03 19:55:00 -
[12]
Originally by: Vicker Lahn'se
Originally by: Jim Steele Edited by: Jim Steele on 03/02/2005 18:10:18 a mwd as thrust, now by newtons laws F = M (mass) x A (acceleration)
Now in eve velocity is capped and the mass/force formula basically means a mwd will give more thrust and therefor speed to a lighter inty. This means amarr + mwd is faster then claw + mwd, sucks i know as amarr already have the best ships..
Jim, don't quote Newton when you talk about Eve. If Eve followed F=m*a, then a 1MN afterburner would cause a frigate to accelerate at 1m/s^2. This means it would take a ship 10 minutes to reach a speed of 600m/s.
True but you also would continue to accelarate also..... 600m/s @ 10 minutes 1200m/s @ 20 minutes 1800m/s @ 30 minutes 72,000 m/s @ 120 minutes lol....
seriously though since a MWD provides a boost based on the mass of a ship the lighter the mass the more the boost. the formula is actual boost = mwdboost * (thrust/ship mass + mwd mass)
so the a lighter ship may get a 720% boost while a heaver ship (in same class) may get a 615% boost from the same named module.
So what determines the fastest ship in the game is 5 factors 1) base speed (higher is better) 2) low slots (more is better) 3) fittings (need enough cpu/grid/cap to use the best mwd you can find) 4) mass (lower is better)
when you factor all that in the amarr inti win hands down. sad since the minmatards are suppose to be the fastest (maybe a combined mass reduction, and base speed boost would help those poor ex-slaves).
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Elemmakil
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Posted - 2005.02.04 00:35:00 -
[13]
is there a single field where matars don`t get screwed by other race? 
Papa Smurf should be the last monkey in CCP 
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