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ODINSON
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Posted - 2005.08.03 13:56:00 -
[1]
We are going to war and i am using a scorpion. I need some tactical advice into beng a good scorpion pilot. My surrent setup is:
2 Nos, 2 Seige 5 multi jammers, prot disruptor, names lg shild booster, 100 mwd 3 power diagno, 1 grav
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Loka
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Posted - 2005.08.03 13:58:00 -
[2]
Originally by: ODINSON We are going to war and i am using a scorpion. I need some tactical advice into beng a good scorpion pilot.
You want an advise? Align for warp in the second the fight will start. Have good BM around, because you will need them.
Dont panic, you are always Primary Target called. _____________________________________ Dead or Alive

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W0lverine
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Posted - 2005.08.03 14:03:00 -
[3]
Originally by: Loka
Originally by: ODINSON We are going to war and i am using a scorpion. I need some tactical advice into beng a good scorpion pilot.
Dont panic, you are always Primary Target called.

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Sun Ra
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Posted - 2005.08.03 14:07:00 -
[4]
he well, for a start just 2 siege is kinda pointless, so is shield tanking if ur jamming... ecm and no sensor booster = a nono, scorps have the slowest lock time of any bs + if u come agaisnt another scorp if he has a sensor booster on you're arse is gonna be jammed, the grav backup is currently pointless, you're better off with other stuff on lows, rcu, 1600mm plates, armoru rep even dare i say wcs but thats up to you to work out 
We're coming for you |

Phoenicia
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Posted - 2005.08.03 14:08:00 -
[5]
Edited by: Phoenicia on 03/08/2005 14:08:53 They are right. You are primary in all cases.
Therefor, IŠd suggest something survivable:
HI: 4x weapon of choice (doesnŠt matter much as long as its big) 2x Hvy NOS.
MID: 5x Multispectral Jammer (Tech II if possible) 1x 100mn Afterburner 2x Sensor Booster (Tech II if possible)
LOW: 1x 1600mm Rolled Tungsten 1x Explosive Hardener 1x Kinetic Hardener 1x Large Armor Rep.
Bear in mind that in the large fleet battles, you will want to remain aligned for warp anyway, cause thatŠs a small armor tank, and youŠll get killed by the ones you canŠt jam  ---=-=-=-=-=-=-=-=-=-=-=-=---
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Mallik Hendrake
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Posted - 2005.08.03 15:23:00 -
[6]
I think a good modern scorp setup would be: hi: 4 launchers of some kind (probly assault for antifrig), 2 heavy nos med: multispecs and dampeners and a sensor booster or two lo: 2 1600mm plates, 2 hardeners
Cheer! A scorp with 10000 armor and pretty good resists.
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Eyeshadow
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Posted - 2005.08.03 15:48:00 -
[7]
personally id go for racials these days, rather than multispecs. go for 2/2/2 (gall/amarr/minnie) unless you know their fleeet composition. Also fit atleast 1 sensor booster otherwise ur gonna be useless.
1600 plates + armour tank is also a good idea. Couple of guns might get you on the killmail if youre interested in that sorta thing
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Tai'Kimoto
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Posted - 2005.08.03 16:03:00 -
[8]
I dunno, if I was in a fleet battle with a scorp I may just pick racials for amarr and minmatar considering 75% of the dmg dealing ships used in fleets are apocs, geddons, tempests, muinins, and vagabonds. You will have some ravens and a mega or two thrown in there but if your jamming the above ships your fleet can take the ravens and mega's out first, then work on what your jamming.
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R31D
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Posted - 2005.08.03 16:14:00 -
[9]
Racial Jammers really are the way to go in my opinion. You only need to stick one on the target to take it out of action pretty much for the entire fight (I've seen it happen). 2/2/2 mix of Amarr/Gallente/Minmatar sounds good too, but I use 425mm/350mm rails on my Scorp. I just like to get the damage in as quick as I can
Free bumpage for all |

Kerby Lane
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Posted - 2005.08.03 16:59:00 -
[10]
Edited by: Kerby Lane on 03/08/2005 17:00:54 1) Racials are way to go as said before 2) You dont need MWD on scorpion ( AB too) 3) Armor tank is way to go. I dont mean you are going to tank like hell - you have to tank your warp out. 4) Most of the time you will be primary target. Always stay aligned and ask your frigs to guard you. 5) Range is your defense. If you can choose range always stay with snipers so you`ll have more chances to survive. 6) ALWAYS use sensor boosters or you will have to warp out before you`ll jam enemy or enemy will jam you first.
Setup:
4 Cruises\425 \ 1 NOS \1 Neutr. 2 sensor boosters\ 6 racial jammers of choice (T2 better) 1600 plate\hardeners\any repairer combination
in small scale fights you may want to use some 20km scramblers instead of jammers
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Vishnej
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Posted - 2005.08.03 18:03:00 -
[11]
Edited by: Vishnej on 03/08/2005 18:06:44
Quote: 5) Range is your defense. If you can choose range always stay with snipers so you`ll have more chances to survive.
With racials, you should be a bit BEHIND the snipers with a range setup. If enemies can't hit you with anything but weak damage sniping ships (which you should jam with your racials), you don't have to worry about a tank, you can pre-align, etc. Due to the number of cycles you'll get off, this is the place you'll be the most effective in a fleet battle.
In a smaller closer-range group, you need multi's, SB's, and a bit of a tank. Both WCS and plates are valuable here.
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shakaZ XIV
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Posted - 2005.08.03 18:47:00 -
[12]
hmm if i'd have tech2 rail skills this is what i'd use:
long range fleet setup:
highs: 4x 425mm railgun II (carry long range ammo + antimatter) 2x assault launcher (light missiles + defenders ... dunno how usefull FoF lights are but carry some of them aswell i guess, just in case)
mids: 7 racial ECM - adjusted to what you are up against if possible. 1x sensorbooster II (need 120km+ locking range for fleet fights)
Lows 2x 1600mm - named preferably, although i see the scorp as an expendable ship  1x cap relay or maybe energized adaptive II or downgrade 1 425mm to a 350mm and fit another 1600mm plate.
1x medium repairer II (large is pointless, you will not be able to tank 3+ ships firing at you anyway - no need to waste grid that you can use for weapons, you dont have the cap to run a large for very long either - its more for repairing between fights)
The armor is there to buy you time to get a jam in if you get called primary (you get killed in seconds otherwise). Personally i actually use lasers on my scorp , but i wouldnt recommend it if you have good rail skills as they suck much less cap . I dont see why you should use missiles exclusively, as the scorp doesnt get a damage bonus to them anyway + cruise launcher DOT sucks + instant hitting is so much more useful in fleets. Maybe launchers are better if you got really good missile skills, i dunno, as i don't. 
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Anjerrai Meloanis
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Posted - 2005.08.03 19:04:00 -
[13]
Originally by: ODINSON We are going to war and i am using a scorpion. I need some tactical advice into beng a good scorpion pilot. My surrent setup is:
2 Nos, 2 Seige 5 multi jammers, prot disruptor, names lg shild booster, 100 mwd 3 power diagno, 1 grav
i hope your enemies dont use the forums... you might just give them your setup lol.. uh.
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Kerby Lane
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Posted - 2005.08.03 19:23:00 -
[14]
Originally by: Anjerrai Meloanis
Originally by: ODINSON We are going to war and i am using a scorpion. I need some tactical advice into beng a good scorpion pilot. My surrent setup is:
2 Nos, 2 Seige 5 multi jammers, prot disruptor, names lg shild booster, 100 mwd 3 power diagno, 1 grav
i hope your enemies dont use the forums... you might just give them your setup lol..
I hope he wont use this setup anyway.
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hellwarrior
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Posted - 2005.08.03 19:25:00 -
[15]
i mean, who would possibly think that a scorpion would run EW?...seriously, who does that anyway.
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Kerby Lane
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Posted - 2005.08.03 19:26:00 -
[16]
Originally by: Vishnej Edited by: Vishnej on 03/08/2005 18:06:44
Quote: 5) Range is your defense. If you can choose range always stay with snipers so you`ll have more chances to survive.
With racials, you should be a bit BEHIND the snipers with a range setup. If enemies can't hit you with anything but weak damage sniping ships (which you should jam with your racials)
Yes. The problem is that it is not always possible to get to "ideal" spot in fleet battle for different reasons. But I agree that 130-150 kms is the ideal range.
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Lindan
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Posted - 2005.08.03 23:33:00 -
[17]
Edited by: Lindan on 03/08/2005 23:36:50 Edited by: Lindan on 03/08/2005 23:33:13 mu current setup is:
Highs: 4x cruise 2x hvy nos
meds: setup for current situation. :D 3x white noise II (amarr) 3x spatial II (cadari) 2 sensor boosters II
lows: 2 wcs (yeah sue me) 1 med armour rep 1 1600mm roled tungsten (or whatever ur bugdet is and r rdy to lose).
try to avoid 1 vs 1 or 1 vs "0mGFl33t" situations always have firepower with you as primary dmg dealer, cuz ur dmg is gonna be pathetic :p, focus ur nos on frigs/intys and spam em with cruise or focus cruise missiles on primary targets. if no frigs around suck other stuff.
edit: nos frig/inty sick drones on em
and "ALWAYS" be ready to warp out, if u get below 50% armor its time to hit warp, and make sure u are always aligned to somethign when u warp into a hostile encounter, do not fly towards them rather fly away toward a celesital object from them.
if possible try not to make it so that u r in a straight line with a tempest or other turret ship cuz flying in a straight line away from them means less tracign and lots of pain for u :o
good luck.
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ELECTR0FREAK
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Posted - 2005.08.04 00:34:00 -
[18]
In my experience, an EW Armor Tank Scorp benefits greatly from a CPR in one of the lows. Running ECM moddules + armor tank isn't easy. However, if you're fighting in relatively small skirmishes, you might not need the CPR if you can successfully jam enough targets that not much firepower is hitting you.
-Electrofreak Discoverer of the Missile Damage Formula |
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