
Xenos
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Posted - 2003.08.01 18:19:00 -
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Edited by: Xenos on 01/08/2003 18:59:57
It really depends on what and where you are using the mk5.
If you in 0.1-1.0, you want to be pure hauler.
Skills, Navigation 4-5, Afterburners 4-5, Accelation Control 3-5.
Low: 5 Local Hulls if you can afford them. 
Mid:
Pick One Shield Type: Med. Clarity Ward (if you can get them), or Med Converse (if you can get them), Med Shield booster.
Pick One set of ABs: 3 Cold Arc Jets or Mono(if you can get them) 3 ABs
I am not a big fan of MWD, losing 50% shields and 25% cap is too big of a hit for the poor indies. In 0.1-1.0, if you dont want to mess with BM, than it is the better option, except you have to use up a low slot for a powergrid mod.
0.0 Sec Space.
First thing you do, with an alt character in a shuttle, MAKE BOOKMARKS (BM) to Everything. When you haul Bistot from anywhere from 5-13 Jumps to a station, you want to have BM to gate for Insta Jump and to station. You never ever have to worry about NPC or PC pirates getting a lock. When you make BM to a gate or a station, you want also make an alignment BM. This is necessary because when you come out of a jump, it is not always in the same location. So if you only do the one bookmark to the gate or station, you may found yourself 20km off target, and dead. Also, go about 15km past your target before you set that BM, this will place you within the Jump distance requirement when you come out of warp.
Always make BMs to the cans in belts for pick up.
in 0.0 space, there is 1 concerns that give indies most difficulty.
InstaSpawns on top of you, where they warp jam, web stasis and fire missiles. 5 40k-50k pirates is almost certain death.
I have not had that happen in my mk5, but in mk3.
In this case speed is not your escape, warping as soon as threats appear, always have your scanner or bm open when you go in, so that the instant pirates spawn, you warp. Never ever assume its safe even if they lock on other players.
I have been thinking about this set up, but not tested so I dont know if it can be done, powergrid is what stinks on mk5. So you will need at least 2 power grid modifiers. 3 other low slots, again 3 Local hull mods, if you can afford them.
The pirates I face use two types of missiles, I forget what they are at the moment, but you want to get the 70% shield hardners for those damage types, usually kinetic or thermal. and then 3 warp core stabs. In an indie, flight is best safety. You will need to train warp operations and tactical shields.
If you want to maximize hauling capicity, then use the first set up, but set a BM to the can so you come out of warp about 1km, and/or wait until the spawn has been killed than warp to belt or all the pirates have been targeted by the miner/fighers and engaged.
Also, have your corp mates mine from the outside of the belt compared to the inside. Putting the belt between you and the spawn point provides a natural missile barrier, almost 90% until they get through the belt. It's not as convient to maximize reach without having to move for the miners, but it is the safest.
Thats the best I know from personal experience.
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