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Mongo Peck
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Posted - 2003.08.18 14:53:00 -
[1]
As they say ... theres a right way and a wrong way and I always seem to be setup wrong ....
Can anyone suggest a good attack, attack/defence, defence setup for the scorpian.
Regards
Kim
Thanks in advance. Mongo speaks !!
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Lex Luger
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Posted - 2003.08.18 18:45:00 -
[2]
First off, its Scorpion not Scorpian.
Second , why dont you get off your lazy ass, do some testing and find out yourself.
Third, I cant believe someone who is playing this game long enought to train the skills and save the money for Scorpion battleship has no clue what to do with it. How sad.
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Mongo Peck
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Posted - 2003.08.18 19:57:00 -
[3]
Edited by: Mongo Peck on 18/08/2003 19:59:24 There always some muppet ..........
Firstly ... I agree I have been playing this game long enough to try a 100 combinations but "like the title says" I (unlike some) acknowledge that there are people out there with more experience and was asking for some friendly advice as this is a community game and maybe someone could put forward a combination I may have not thought about ...
Secondly ... Unless you have something sensible to add, stop hijacking posts and go away and get your sec rating above 0.0 and leave the Noob Corp.
 Mongo speaks !!
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Lindor
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Posted - 2003.08.18 20:08:00 -
[4]
try out some 75mm gattling rail guns.. pack up ur low slots with basic cargo expanders, and put some afterburnrs and a civilian shield boosters in your mid slots ;)
hope this helps regards ----- There is no truth, only human opinion... |

bUBbLeS
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Posted - 2003.08.18 20:15:00 -
[5]
kk i wont flame u...
u going to kill rats or PC hunting?
Julius ceaser : "operor vos volo MCCCXXXVII laganum bUBbLeS?"
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Mongo Peck
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Posted - 2003.08.18 20:17:00 -
[6]
More player vs Player ..  Mongo speaks !!
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dalman
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Posted - 2003.08.18 20:54:00 -
[7]
Quote: try out some 75mm gattling rail guns.. pack up ur low slots with basic cargo expanders, and put some afterburnrs and a civilian shield boosters in your mid slots ;)
hope this helps regards
Nah, I agree about the 75mm railgun. But he better splash out 25 millions to get some good heatsinks and gyrostabilizers for his lo-slots And also, he should fit some of those energy vampirs that transfer like 13 cap every 30 seconds if he is within 1km range.
M.I.A. since 2004-07-30 |

Ana Khouri
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Posted - 2003.08.18 21:15:00 -
[8]
PVP - as team or alone? You know your target type or not?
free speech not allowed here |

Jack Hayden
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Posted - 2003.08.18 22:10:00 -
[9]
The guy asks a question. What most people do is flame him? Could we try and keep the forums just a little civil?
If you got nothing constructive to say don't say anything at all.
There is nothing wrong with asking about other peopls ideas and oppinions on a load-out on a Scorpion.
I myself can't help you as I fly Dominix / Megathron.
Keep it civil, I'd hate to see "Ships & Modules" end up like the general forum. á
"Spelling and grammatical errors are placed solely to test your abilities as a proofreader. All prices include 25% VAT."
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Mongo Peck
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Posted - 2003.08.18 22:10:00 -
[10]
Hi ... Random Target in a group (ps thanks.... Mongo speaks !!
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Mongo Peck
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Posted - 2003.08.18 22:32:00 -
[11]
Thankyou  Mongo speaks !!
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Beseb
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Posted - 2003.08.18 22:41:00 -
[12]
Play to the ships strength - high tech.
In most engagements, that will be locking down targets so your mates can vaporize them. Sensor dampners for crippling thier locks (warning, there are reports of these causing spontaneous CTD's). Warp disruptors to keep them in the fight and then a bit of defense for yourself in the form of a booster and or speed.
Guns, hmm, whatever you prefer. 250 rail is a good choice generally. Projectiles will be easier on your cap (which you want to keep 8 medium slots pumping), but your damage will suffer.
Low slots? Lock time/target range enhancers, dmg pumps if you must and cap rechargers.
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Ana Khouri
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Posted - 2003.08.18 23:23:00 -
[13]
If you want to get other ships before they can warp away you'll need seonser boosters, 1 or 2 to get the long locking time of a scorp down to 1-3 secs. Then, a warp jammer and 1 webbifier. Then 3 sensor dampeners, as said before. Last slot either a AB or a MWD, I would prefer a MWD.
Best for high would be 4 medium rails and 2 launchers with cruise missles. Low slot sensor upgrades (since the scorpion itself will be a prime jamming target for other EW ships) and damage mods.
free speech not allowed here |

Mongo Peck
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Posted - 2003.08.18 23:23:00 -
[14]
Thanks .... food for thought :) Mongo speaks !!
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Mongo Peck
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Posted - 2003.08.18 23:54:00 -
[15]
Thanks .... again another professional post :) Mongo speaks !!
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Quiz
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Posted - 2003.08.19 12:14:00 -
[16]
Also, do not forget about shield hardeners. They are essential and I cant believe people are actually considering using a battleship for combat without them. With 1 hardener, you get 70% damage resist against a single damage type (there are 4 types), with 2 hardeners about 90%. Please use them or you will die very very fast. I would suggest using 4 or 5 hardeners actually...
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dalman
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Posted - 2003.08.19 12:46:00 -
[17]
Ok, I'll give you some advice(after my previous post )...
There are so many setups for a Scorp... If you are in a fleet you'll probably want to fit enough EW to be able to target jam 2 enemy battleships(ECM or dampeners). But you may also want to be the guy who gets in close to scramble the enemy(works nice 1on1 too). Fit like 5 hardeners, a shield booster and 2 warp scramblers, and torpedos and blasters/projectiles, and go in close. You'll do alot more damage than the enemy can get past your hardernes. Although it will take time for a solo Scorpion to bring down another ship, it's a sure win.
M.I.A. since 2004-07-30 |

DigitalCommunist
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Posted - 2003.08.19 16:08:00 -
[18]
well for offensive I would use
4 x 250mm rails with antimatter 2 x launchers with cruise missles, torp/heavy if you cant use cruise
medium i would use -shield booster -kinetic,thermal,em hardeners (or scrap kinetic for a warp jammer) -mwd -2 sensor boosters (ctd warning) -2 sensor dampeners (ctd warning)
and 4 x dmg mods for hybrid in low
you'll be throwing 2000-3000 dmg before the enemy even locks
for defensive swap the dmg mods for cap relays, put in
-booster -2xem hardeners -kinetic + thermal hardeners -mwd (a must) then either two warp core stabs or tracking disruptors
and for tactical EW support (in a group), same high slots as the above offensive/defensive setups, same low slots as defensive (cap relays - youll need the faster cap recharge) and then for medium put in:
-shield booster -warp jammer -stasis -sensor booster -4 x multispectrals (if you dont know target type, or specific ones if you do)
enjoy _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |

sensitive
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Posted - 2003.08.19 16:26:00 -
[19]
Edited by: sensitive on 19/08/2003 16:29:31 Using 2 sensor dampners and then shooting with anti-matter doenst make any sense to me tbh.
Presuming your fighting a battleship with a 70km locking range you will only get him down to 17.5 KM locking range, which is still beyond your optimal range, and probably just inside his optimal range.
Id rather go for 3 sensor dampners, so he will be stuck with a slow locking ship that can only target you if he gets within the 8.75 km range. First of all you will be able to evade him if you pack a lif booster or a MWD, second of all, your optimal range will be around 11~14km, which is comfortably outside his range.
Also consider he will probably have an optimal range of 20km, so even if he manages to lock you, he will do crap damage, so you only realy have to watch out for the drones and FoF missiles, so dont forget to pack a smartbom in your high slot.
You will want to be moving all the time, so adding some tracking enhancers never hurts. Id rather be hitting him near perfect with all my shots then hitting him for slackers and getting a lucky "exelent" every 10 shots or so.
As for weapons, like I said, the antimatter rails arent bad, dont go for the projectiles, for you are a moving gunplantform and thus wont hit **** with 650mm guns. 3x 250mm gauss will keep on shooting, and a m50 launcher will settle your nice big fat torp to finish off that last bit of hull while you retreat to the caves.
Shield Hardners arent a bad choice, however, being ecm means your primary objective is to evade a target lock at all times. Id rather pack another dampner then to add a second shield hardner, however, dont forget that someone might come to "save" your target, so fiting one hardner is you have a free slot wont hurt.
Remember you need to finish of your target as fast as possible. A scorpion isnt a big fat bullet catcher, so if you feel you wont make it, run away. If your cap hits 1/5th of your total cap, and your still working on his shields your doing something wrong here. Live another day or get shot to pieces when your cap runs out, you make the choice.
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Mituno Sakai
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Posted - 2003.08.19 20:32:00 -
[20]
1 guy on this thread has sofar posted good advice. The rest is small talk and/or talk with little experience backing (theorizing).
As always when you ask publicly a lot of people want to help with their ideas. Discern which of them actually can back their talk by real live fire exercises and you have your winner :)
Oh yeah...the MASS guy is the one to listen to. |

Ana Khouri
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Posted - 2003.08.19 21:16:00 -
[21]
But this only counts if there are more than one ship doing the jamming.
Just fitting ecm gear to jam two BS is not of much use if those BS warp away, same getting warp/engine jammer and recieve little damage is not entierly helpfull when the jammed ship rapes your armageddon ally meanwhile.
If you go against solitary targets you don't need hardeners, since it will not be able to fire on you anyway if you use sensor inhibitors.
free speech not allowed here |

dalman
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Posted - 2003.08.19 21:57:00 -
[22]
Quote:
Just fitting ecm gear to jam two BS is not of much use if those BS warp away, same getting warp/engine jammer and recieve little damage is not entierly helpfull when the jammed ship rapes your armageddon ally meanwhile.
If you go against solitary targets you don't need hardeners, since it will not be able to fire on you anyway if you use sensor inhibitors.
I said "If you are in a fleet you'll probably want to fit enough EW to be able to target jam 2 enemy battleships(ECM or dampeners)." With an attack fleet I mean that you have some Scorp warping in at like 100km range, some Arma/Apoc with Tachyons at their best range, some Scorp/Raven/Dominix/Tempest going in close, with lots of hardeners and warpscramblers.
The specific loadout I said was if he was the one going in close. And I said it also works good for 1on1. If he is going for a 1on1 fight he better fill his slots with sensor boosters and dampeners, and a scrambler. Or even better with ECM if he know what ship he will face.
M.I.A. since 2004-07-30 |

Ana Khouri
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Posted - 2003.08.19 22:04:00 -
[23]
*sigh* why is everyone taking things personally atm. It wasn't really aimed at you, but at this Mituno Sakai guy, who thinks they other loadouts are not working.
Your loadouts are by all means effective, but they are not the only ones.
free speech not allowed here |

dalman
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Posted - 2003.08.19 22:38:00 -
[24]
k. np. I started my post saying something like "there are so many possible setups for a Scorpion"
M.I.A. since 2004-07-30 |

sensitive
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Posted - 2003.08.20 00:22:00 -
[25]
=)
everybody has their own opinions about ship loadouts, and isnt that what makes eve interesting after all?
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Fallen Angel
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Posted - 2003.08.20 00:56:00 -
[26]
Edited by: Fallen Angel on 20/08/2003 00:59:01 Edited by: Fallen Angel on 20/08/2003 00:57:22 2 thermal hardeners 1 explosive hardener 1 em hardener 1 kinetic hardener 1 warp disruptor 1 large c5l emergency overload 1 PIRATE micro warp drive with 3 second duration. Pirate makes capacitor burn considerably less, and makes you move considerably faster. Quad LiF or Catalyst Coldgas. 4 250mm railguns, or ion/neutron blaster cannon mix, you can mix rails with blasters cannons. I recommend avoiding the 425mm railgun. Up to you on weapons really. You can also opt for 650mm scout artillery, or tachyon beam lasers, or heavy modulated beam lasers. With engineering 5, you can have 4 neutrons. 4 capacitor power relay 1s
With this load, you can take a MASSIVE beating, putout a decent amount of damage, and have capacitor to last a while, while not being slow. I recommend training accelleration control3-4, energy systems operation 4-5, and energy management 4, maybe 5, along with the standard combat skills.
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