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Rabbit Fufu
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Posted - 2005.09.27 22:20:00 -
[1]
I fly an Iteron V on routes that I have complete Instas for. I usually travel in .1-1.0 space. The only time I am at risk is when I come out of the gate and a gate camper is waiting for me in .1-.4. I have 2 Warp Stabs, tech II cloaking and a tech II AB. I have Nav 5, Evasive 5, Spaceship Command 5. I got all this stuff and the SOB's can still target me in 5 seconds, when it take me 15-18seconds to warp. What can I do (using only high and midslots) to make my ship harder to target so I can surive the 10 seconds between target lock and warp?
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madaluap
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Posted - 2005.09.27 22:23:00 -
[2]
if he is sniping fit sensorbooster+ damp and amps in low.
if he is tanking the sentry, than just get a buddy to travel with you. a inty with 3X scrambler makes sure that you will have nice loot from the sentrytanker.
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Rabbit Fufu
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Posted - 2005.09.27 22:32:00 -
[3]
I am a newb to combat so pardon my need for clarification our your dialect
It is my understanding and limited experince that Remote Sensor Dampners require me to lock the target ship. I may be wrong on this. But if it is true, it takes me about 30 seconds to get a lock in my hauler.
I am not looking for a solution that takes away low slots, i have already give up two of them to Warp Stabs.
As far as 'sentry tank' I assume you mean the pirate is tanking the gate defense gun? The .2 and .3 gates usally dont have guns so I dont run up against this.
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markol
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Posted - 2005.09.27 22:33:00 -
[4]
You know he is going to lock you. You know he is going to fire on you. You know he is going to hit you. You know it is going to hurt. It is going to hurt a lot. Might as well make it hurt a little more, but you will get out of there faster.
The solution: Fit MWD. MWD fires for 10 seconds. It makes you accelerate faster. It also makes your sig radius go through the roof. The bonus of all this? By the time 10 seconds are over, you are going fast enough to achieve warp off speed. You are gone in 10 seconds flat.
A friend along with a webber does the same thing. Perhaps even better.
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j0sephine
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Posted - 2005.09.27 22:38:00 -
[5]
"I got all this stuff and the SOB's can still target me in 5 seconds, when it take me 15-18seconds to warp."
Inertia Stabilizers or Nanofiber Internal Structure modules in low slots, plenty of them. (experiment which works better for you, have heard mixed stories by now and didn't have time to really test them extensively myself)
Should cut down the time you need to enter warp by lots.
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Rabbit Fufu
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Posted - 2005.09.27 22:38:00 -
[6]
MWD is an option and I trained it up to find out that the MWD needs 160 MW and my Iteron has 90MW power. I havent trained up all my power mgmt skills yet but to get it on atm I need to lose a couple low slots to powermgmt modules. As a hauler, all my profit/hr is based on having expanders in my low's.
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madaluap
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Posted - 2005.09.27 22:40:00 -
[7]
Edited by: madaluap on 27/09/2005 22:40:45
Originally by: Rabbit Fufu I am a newb to combat so pardon my need for clarification our your dialect
It is my understanding and limited experince that Remote Sensor Dampners require me to lock the target ship. I may be wrong on this. But if it is true, it takes me about 30 seconds to get a lock in my hauler.
I am not looking for a solution that takes away low slots, i have already give up two of them to Warp Stabs.
As far as 'sentry tank' I assume you mean the pirate is tanking the gate defense gun? The .2 and .3 gates usally dont have guns so I dont run up against this.
5 med right?
ok so 25 sec locktime on bs than with 3X or 4X dampt hat will be 5 sec drop the stabs for 2X signal amplifiers 20% to locking time again 2X so you have faster lock than him..ram the freacking damp on him..btw only do this if he is -5 or lower. else sentry are going to *****you but if he is sniping staying about -5 is just Impossible. this is because they uselly snipe pods too.
Originally by: Rabbit Fufu
The .2 and .3 gates usally dont have guns so I dont run up against this.
What since when is this? that cant be correct.
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Rabbit Fufu
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Posted - 2005.09.27 23:14:00 -
[8]
Edited by: Rabbit Fufu on 27/09/2005 23:15:19
Originally by: Rabbit Fufu
The .2 and .3 gates usally dont have guns so I dont run up against this.
What since when is this? that cant be correct.
I stand corrected on the gate guns on .1-.4, they do exist. I have guns turned off on my overview and never noticed them. Nor have I ever noticed a gate camper under attack from the guns when I came thru. Maybe I get the honor of being their first customer of the day null 5 med right?
ok so 25 sec locktime on bs than with 3X or 4X dampt hat will be 5 sec drop the stabs for 2X signal amplifiers 20% to locking time again 2X so you have faster lock than him..ram the freacking damp on him..btw only do this if he is -5 or lower. else sentry are going to *****you but if he is sniping staying about -5 is just Impossible. this is because they uselly snipe pods too.
If I drop the warp stabs and he is warp scrambling I am stuck facing off with him. At 130ms AB speed I can't really fly away and I carry no guns. Am I missing something?
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Gavtlad
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Posted - 2005.09.27 23:22:00 -
[9]
Something that may help you slightly if you wanted to keep your setup is to start moving and cloak as soon as you do. You will show up for a split second or so, he will have to get within 2km for you to decloak, by this time you can line yourself up for warp.
When you decloak, you're already in the right direction and you just need to get to speed.
Not saying this is perfect but maybe worth a shot
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Soulita
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Posted - 2005.09.28 03:11:00 -
[10]
Rabbit usually some compromises are necessary to go through low sec in a hauler fairly safely...
With that in mind you might want to try removing the cargo expanders, and placing nanofibers in their slots. This increases ship agility and speed - so it decreases your traveltime in general AND it lowers the time needed to allign and get into warp. It does however weaken the ships structure. Try it out and see how much time it takes with these nanofibers equipped...
IF even using nice named nanofibers doesnt make you go into warp quickly enough the other solution might be training up for a t2 industrial.
IF thats still not the solution an escort would be.
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Stepping Razor
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Posted - 2005.09.28 04:37:00 -
[11]
If it is taking you 15 to 18 seconds to align, you are doing something wrong. My guess is you are using your AB to align, but have it on autorepeat.
Here's a little trick. Have your afterburner set to manual. Indies accelerate slow, and ABs affect your max speed. Once your cycle is done you should insta-warp as your speed stays high but your max speed is immediately exceeded.
Razor
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Therin Dracul
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Posted - 2005.09.28 05:23:00 -
[12]
Best way to get to warp in a hurry.
Fit nanofibers, named ones with -15% agil modifier. have spaceship command and evasive maneuvering trained up, both speeds increase your agility.
There are also agility boosting implants.
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tjag
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Posted - 2005.09.28 07:08:00 -
[13]
Edited by: tjag on 28/09/2005 07:09:53 i see no way to haul volumes like over 20km3 (mkV with nice expanders) and warp quickly.
if u dont need high volumes go for the viator (just one skill away from your mkV). it has +2 warp strength (as 2 stabbies), a volume of 3750m3 and warps with 9AU like an inty. equip it with 3 nanos, a mwd and 2 cap rechargers and you will fly fast, be in warp in no time and you even can fly routes without BMs because you will click two times, accelerate to 1500m/s and arrive at the gate in a couple of seconds. (fooled around with 3 enemy-intys in bukah and agil these days and survived   )
the only way to counter this would need much effort, a good organized and very quick gang and specialised fittings and/or a bubble ... something u will not see very often.
high-volume hauling without escort in low/0 (or at war ) seems not possible to /me without the inherited risk ...
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Jennai
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Posted - 2005.09.28 08:42:00 -
[14]
Originally by: Rabbit Fufu
I stand corrected on the gate guns on .1-.4, they do exist. I have guns turned off on my overview and never noticed them. Nor have I ever noticed a gate camper under attack from the guns when I came thru. Maybe I get the honor of being their first customer of the day
either they're out of sentrygun range, or they kill someone and then safespot for 15 minutes and go back.
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HippoKing
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Posted - 2005.09.28 09:31:00 -
[15]
turn the expanders into nanofibers. expanders make you warp like a drunken pig on ice. nanofibers make you warp a lot faster.
u will have less cargo space, but on the plus side, your cargo will get where you want it 
only thing that will get you is a dual scram inty or a biiiig camp
--
This Zig. For great justice! |

Kinsy
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Posted - 2005.09.28 10:02:00 -
[16]
I seem to remember fitting a 1nm MWD really helps?
The idea being you dont want to go really fast, because then it takes you longer to turn, and haulers agility already sux. But the 1nm MWD just helps you accelerate faster while only slightly increasing your top speed.
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Princess Ammara
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Posted - 2005.09.28 10:13:00 -
[17]
MY IT5 setup.. 2 WCS 3X best named Nano...
Agil implant + SpcShip 5 and Evasive M. 5...
She warp like a charm...
I used to kick the medium shiled booster in asap I start the warp, this way the campers first hit get me into armor, but his when his second volly get me (not used to happen, I used to be already in warp) I will have some shileds back.. and survive...
Do not use the AB to get speed if you have nanos fittd, you will overaccelerate, and you ship will do stupid things before warp...
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Kiyirari
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Posted - 2005.09.28 12:00:00 -
[18]
Personally i would train up some EW skills and fit some mods on the like off...
Multi spec = jams the attacker up, can not shot you 
Ecm Burst = breaks attackers lock this has a range of around 5k plus 
Sensor dampners = reduce's attackers range of guns, thus bringing in him/her closer for you to use the above mods on 
Do ya spit or do ya swallow ? |

Bariina Tizhaan
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Posted - 2005.09.28 16:03:00 -
[19]
All good ideas. Personally I find the Enertia stabilisers better than nanos (at least in the more affordable price ranges) in getting to warp quickly. Fit some shield extenders, hardeners etc to help soak up some obvious damage and you're away. Alternatively go for an inty, gate camper surprise, look at fitting a gun, nos/nuet, EW kit, sensor boosters, scram and web, maybe an armour plate and go hunting. If need be fit to use cap charges instead of recharge, as you've more than enough cargo to last you a while. Once you've locked him in place and sucked his cap dry it doesn't matter if he still has you targetted.
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Shin Ra
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Posted - 2005.09.28 17:20:00 -
[20]
If u dont need cargo expanders, just fit 5 PDU IIs and a bunch of shield extenders in mid slots. It should take at least more than 2 snipers to pop that before it goes into warp.
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ELECTR0FREAK
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Posted - 2005.09.28 17:45:00 -
[21]
For those Dangerous runs, I reccomend a Sigil with all Nanos in low. That sucker will align for warp almost as fast as a frigate, and can hit about 800 m/s with a 10mn Afterburner II. Downside is only being able to fit about 3500 cargo, but it sure as hell makes you safe.
SECONDLY, you know you DO have another option. Look at Elite Haulers. They are DESIGNED for getting through low security space unharmed. Blockade runners are fast and agile, while deep space haulers are tough as nails. If you plan to keep on running dangerous routes, it may be worth investing the skills and isk into them.
-Electrofreak Discoverer of the Missile Damage Formula |

Mineralmule
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Posted - 2005.09.28 19:53:00 -
[22]
The flying trash cans won't really save you, best to train for the Viator / Occator. Really the viator will easily do what you want, some upfront investment in capital is required tho. Occators are currently at the will of the T2 mongers, and prepare to either pay out the rear for one or wait a retarded ammount of 'list' time. |
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