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Shuo Ban
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Posted - 2006.05.08 21:30:00 -
[91]
Well i use EM Amarr drones tech 2, they are great against sheilds but crap vs armor..... I am getting everage around 80+ dmg on shields and wrecking off 150+ per drone on shields :D on armor it falls down a lot.
I recomment a thermal or kinetic dmg drone for good all around average dmg. Since Curse has no drones the normal Amarr guns (em / thermal kill shields quickly) and use explosive drones to armor doesnt work.
I use tech 2 mediums mostly and will train either Galante ones or minmater ....
and i swaped a 800mm tech 2 plate for 1 400mm tech2 and an additional adaptive nano tech 2 ..... less hp but more resitance ...
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An attempt to understand slavers language and behavior |

Weirda
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Posted - 2006.05.08 21:53:00 -
[92]
have been happy w/this setup solo:
3xmed nos, 2xHeavy ML II ab/web/20km scram/2x disruptor/1xmulti marII/2xEnergized Adaptive II (ts adaptive plate for cpu)/1x400mm plate
work for weirda very well... biggest problem is how slow this ship is (even with afterburner)... have gotten a lot more use out of the pilgrim too... for solo fighting it seem that any more then 3 nos drain you target before you can use the cap... then you are screwed without plates... or something else to keep you alive longer.
also - weirda have 5 med and 5 small drones... never considered heavies tbh... just seems wrong.
__ Weirda Assault Ship deserve a 4th Bonus and More!
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Meridius
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Posted - 2006.05.08 22:57:00 -
[93]
Edited by: Meridius on 08/05/2006 22:57:47
Originally by: Weirda have been happy w/this setup solo:
3xmed nos, 2xHeavy ML II ab/web/20km scram/2x disruptor/1xmulti marII/2xEnergized Adaptive II (ts adaptive plate for cpu)/1x400mm plate
work for weirda very well... biggest problem is how slow this ship is (even with afterburner)... have gotten a lot more use out of the pilgrim too... for solo fighting it seem that any more then 3 nos drain you target before you can use the cap... then you are screwed without plates... or something else to keep you alive longer.
also - weirda have 5 med and 5 small drones... never considered heavies tbh... just seems wrong.
Meridius use 2 heavy, 2 medium and 1 light, more dps then 5 meds or 3 heavies
I like this setup atm:
--- 3x Med nos 2x Small nos
-- 1x ab 1x web 1x disruptor 3x ECM/TD
- 1x800mm II 1xMed rep II 2x energized adaptives
(can swap the small nos with small guns for podding \o/) - _____
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Deva Blackfire
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Posted - 2006.05.08 23:41:00 -
[94]
Edited by: Deva Blackfire on 08/05/2006 23:42:30 Rate my setups ;p
HI: 4xmed nos + assault launcher MED: MWD, 20km scram (or faction with longer range like 24 or 28), TD, 3x ECM LOW: MAR2, 800mm tungsten, active thermic, nano membrane
Orbit at 25km with MWD + tracking ruptor ECMing.
Also was thinking about using 3x Sensor Dampener and then orbit at 25km (if True Sansha 28 km Scram) - should be outside of all BS locking range (except for sensor boosted ones)
EDIT: It will fit with close to best or best named stuff (arby assault, named ECM etc).
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Dash Ripcock
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Posted - 2006.05.08 23:43:00 -
[95]
I am using currently:
High
5 * Medium Nosferatu IIs
Med
1 * 10Mn AB II 1 * 20Km Scrambler 2 * Multispec Jammer IIs or Caldari Racials 2 * Tracking Disruptors (Balmer)
Low
1 * RCU 1 * Thermal Hardener II 1 * Energised Adaptive Nano II 1 * Medium Armour Repairer II
Drones
Whatever you need really.
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Rodrivar
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Posted - 2006.05.10 10:38:00 -
[96]
Ok here is my setup, it is great for small ship fleets, or gate camping.
3 med nos II, 2 TE-2100 launchers 2 sensor booster II, 2 tracking disruptor II, 2 20km scramblers 2 med armor rep II, 1 energized adaptive nano membrane II, 1 thermal or kinetic hardner.
And drones of course :-)
I have tanked a raven in this setup while waiting for the rest of gang that was 2 jumps away. It has also worked in multiple ship fleets also.
Rodrivar
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Hydrogen
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Posted - 2006.05.10 11:37:00 -
[97]
Sorry, but I got my problems to understand, why one should fit two armor repairers on a Curse. This is why:
1. If you solo, you are out to kill the others cap. Still, when you need 2 armor repairers in such an engagement, the other is for normal out of cap, thus you dont have the energy to run two reppers constantly anyway. 2. In a fleet you are primary real fast. Just because a Curse is paper, but dangerous when alive. Suggested you are aligned for warp: what is better? More plates or more resists or one repair cycle??
Two reppers on a Curse is imho a big "no no". Alternatively I am toying around with a plated Curse, here it is:
Hi: 2x med diminishing NOS, 3x Standard Arbalest ML Med: AB II, 20km scrambler, Cetus Shockwave, Balmer TD, 2 Gravimetirc Jammers Low: Med repper II, 1600mm Rolled Tungsten, 2 x Energized Adaptive Nano II
Except on thermal you got decent resists, huge armor for a Cruiser, you can kill drones on you easily and go for 1vs1 also.
High survivability and useful in fleet and 1vs1.
AF Guide |

Rodrivar
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Posted - 2006.05.12 08:37:00 -
[98]
That does sound like a good setup also and maybe there is room for improvement in mine. But the afore mentioned raven had precision cruise and the double repairers where the only thing that kept me alive. he was taking almost half my armor in one volley. I will have to play around with the 1600 plate and test it out. I like that idea.
Rodrivar
-VIRII-
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Rewn0
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Posted - 2006.05.14 02:01:00 -
[99]
Originally by: God forbid Solo. 4 Medium Diminishing 1 Dual light Beam laser t2
90% web Scrambler 20k 2 Tracking Disruptor T2 2 ECM t2
Adaptive nano T2 Thermic Hardener T2 2 Medium Armor Repair T2..
7 Medium T2 drones.
i use almost as same fitt accept use 2x diminishing and 2x tech2 nos just to low the price on fitts ;/
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pantheroid
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Posted - 2006.05.16 21:02:00 -
[100]
4 medium nosferatu 1 cloak device med: warp distruptor 4 multispectral jammer(or 4 track distuptor) ab t2 low: 800mm plate cap power relay med armor repairer t2 thermic hardener
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Vleppie
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Posted - 2006.05.17 01:12:00 -
[101]
Any thoughts about this?:
High: 3x Medium Diminishing NOS 1x Medium Dark Blood Neutralizer 1x Focused Medium Pulse Laser II (better then an empty slot)
Mid: 1x 10MN Afterburner II 1x ECM - Multispectral Jammer II 1x ECM - Racial Jammer II 1x 20km Scrambler 2x Tracking Disruptor II
Low: 2x Energized Adaptive Nano Membrane II 1x Energized Thermic Membrane II 1x Corpum A-Type Medium Armor Repairer
Drones: 5x Medium II 5x Light II
I didn't test it.. But I can fit it...
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BuffB
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Posted - 2006.05.22 18:57:00 -
[102]
I have been using the 2 x medium nos's and the 3 neutralizers in the high whilst i save for the officer ones and in a test the other day this ship drained an apoc in less than 2 minutes without him firing. I managed to to tank him from 80k to 50k but it was getting scary at that point so warped out. WIth the range bonuses this ship should cripple an apoc that is firing on it.
Long live the Curse it most definately kicks ass.
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Tadis
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Posted - 2006.05.22 19:55:00 -
[103]
Originally by: Laythun I was bored so i toyed with this.
4 NOS improved cloak II afb II 2 multispec 2 tracking disrupters 20km scram 2 x med reps themic and adaptie t2 nanos
flame away
Went with something similar.
4 x medium nos (named) 1 x improved cloak II
1 x 10mn AB II 1 x 20k scrambler 1 x web 1 x tracking disruptor II 1 x multispec jammer 1 x caldari jammer
1 x med rep 1 x 800mm plate 1 x adaptive nano II 1 x thermal passive II
Then 2x heavy, 2 x medium, 1 x light. ___________________________________ PvP addict. Send me a mail In-game for access to Alumni NRG Recruiting |

BuffB
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Posted - 2006.05.23 19:22:00 -
[104]
Have just invested in Dark Blood Neutralisers for my Curse which are ace but have noticed that the bonuses are stacking up completely wrong for it. Rather than giving you 40% bonus per level ie. 14km base transfer range at level 3 should be 38416km based on 40% per level learnt. It actually is 30800km which is basically 40% of 14km added on to each range per level learnt.
That sucks ass, i have petitioned to see if they can save this ship from being completely pointless. What good is a ship that can target over 150k without boosting if you cant actually use the damned thing at that range
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BuffB
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Posted - 2006.05.23 19:22:00 -
[105]
Have just invested in Dark Blood Neutralisers for my Curse which are ace but have noticed that the bonuses are stacking up completely wrong for it. Rather than giving you 40% bonus per level ie. 14km base transfer range at level 3 should be 38416km based on 40% per level learnt. It actually is 30800km which is basically 40% of 14km added on to each range per level learnt.
That sucks ass, i have petitioned to see if they can save this ship from being completely pointless. What good is a ship that can target over 150k without boosting if you cant actually use the damned thing at that range
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Ranger 1
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Posted - 2006.05.23 20:03:00 -
[106]
The ability to target out to that range was not intended to make it more useful for neuts or nos. It is for people that prefer "alternative" setups.

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ItakeItDeep
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Posted - 2006.05.24 20:07:00 -
[107]
k, this what i got atm, some f he stuff needs to be lowfitting named, but what u think?
4x Med NOS t2 1x Assault Missile Launcher
1x AB 1x Scrambler 2x webby (me like dual web) 2x disruptors t2
1x Med Repper t2 1x Damage Control 1x 800mm 1x RCU t2
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Deva Blackfire
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Posted - 2006.05.24 20:14:00 -
[108]
Edited by: Deva Blackfire on 24/05/2006 20:15:19 BuffB - cause you took it wrong.
You have lvl3 of skill so not 1,4*1,4*1,4 bonus but rather 2,2* bonus (1+0,4+0,4+0,4) - all bonuses from single skill etc work like that in EVE.
Also if you could nos at 60-70km it would be too good. 30-40km is enough. And targetting range should help a bit with trackign ruptors (on paper they should work up to 100km with a bit of luck)
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Frodo
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Posted - 2006.05.24 21:05:00 -
[109]
Originally by: BuffB
That sucks ass, i have petitioned to see if they can save this ship from being completely pointless. What good is a ship that can target over 150k without boosting if you cant actually use the damned thing at that range
I assume that the 160km targeting range (with max skill) is its protection against sensor dampners. Since the ship should be less immune to EW ie high sensor strength and long locking range. Plus its cool to lock people from that far away and once I even jammed a precicion sniping raven with a racial jammer at close to 120. ------------------------------------------------
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BuffB
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Posted - 2006.05.25 06:49:00 -
[110]
That does make sense now reference bonuses thanks. In reality the ship will freeze anything inty frigate size immediately. I am going to look at setups to enable it to be a primary tackler/tanker by using the large mid slots capability to try and run and shield and armor tank. If anyone has had any success with this your setup would be appreciated.
Still think its a mega ship even with range misunderstanding 
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Deva Blackfire
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Posted - 2006.05.25 09:22:00 -
[111]
Well i always have problems with equipping midslots:
HI: 4x nosf, assault launcher LOW: REP, 400mm plate, 2x hardener (kin/therm - EM is high enough, explo too) MID: MWD, scram (20 or 26km), ... ... ... ...
And dunno what to use in those 4 slots. Ideas included: 1. tracking ruptor + 3x multi ECM 2. 3x multi + 1x caldari (or 2/2) 3. cap booster + 3x multi (then change some nosf to neut) 4. multi + 3x dampener
And still cant decide.
And btw - corpmate is using shieldtanked curse in PvP - i hear it works well but dont have details (and even if i had i guess i wouldnt post, cause it is his sikrit ;p)
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BuffB
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Posted - 2006.05.25 23:18:00 -
[112]
Yeah i am currently using 3 x dark blood neutralizers and 2 x tech 2 nos's in highs, ab, webber, 2 shield hardeners and 2 x tracking disruptor 2's in mediums with a repper, eanm, 200mm plate and rcu1 in lows. Need a named rcu in lows which should allow me to sacrifice a tracking disruptor for a cap booster if i can get named nos's. Currently ttaking 1000 cap every 12 seconds at 31k which to me is damned good especially with HAC support.
With tech 2 drone skills this should be able to do lv 3 mishes easily i think although not tested yet.
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starvoid
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Posted - 2006.05.26 04:28:00 -
[113]
Just knocked this up in quickfit. It uses all the powergrid, and leaves 29 cpu spare. No faction loot.
HIGH-SLOTS : ~~~~~~~~~~~~ > [ 200 | 16] Medium Unstable Power Fluctuator I > [ 200 | 16] Medium Unstable Power Fluctuator I > [ 175 | 20] Medium Diminishing Power System Drain I > [ 175 | 20] Medium Diminishing Power System Drain I > [ 0 | 0] Turret Slot / Launcher Slot
MED-SLOTS : ~~~~~~~~~~~ > [ 165 | 50] 10MN MicroWarpdrive II > [ 1 | 32] Faint Warp Prohibitor I > [ 1 | 21] X5 Prototype I Engine Enervator > [ 1 | 48] Tracking Disruptor II > [ 1 | 48] ECM - Spatial Destabilizer II > [ 1 | 48] ECM - Spatial Destabilizer II
LOW-SLOTS : ~~~~~~~~~~~ > [ 200 | 23] 800mm Reinforced Rolled Tungsten Plates I > [ 1 | 44] Armor Thermic Hardener II > [ 2 | 30] Energized Adaptive Nano Membrane II > [ 2 | 30] Energized Adaptive Nano Membrane II
No armour repairer but since you can disengage when you feel like it, seemed unnecesary. Crazy idea perhaps? 
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omightysmiter
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Posted - 2006.06.08 17:59:00 -
[114]
hey guys, ive seen loads of Nos setups, but is there a decent 1v1/support setup that involves a cloak?? that would be so cool if u could cloak and lie in wait in the belts hehehe
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Agent2 Holtze
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Posted - 2006.06.08 18:09:00 -
[115]
Originally by: omightysmiter hey guys, ive seen loads of Nos setups, but is there a decent 1v1/support setup that involves a cloak?? that would be so cool if u could cloak and lie in wait in the belts hehehe
It's called a pilgrim 
tbh, cloaks should only be fitted for the purpose of traveling unless it got some wicked cloak bonus
Posting and you!
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NAFnist
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Posted - 2006.06.09 20:05:00 -
[116]
Originally by: Agent2 Holtze
Originally by: omightysmiter hey guys, ive seen loads of Nos setups, but is there a decent 1v1/support setup that involves a cloak?? that would be so cool if u could cloak and lie in wait in the belts hehehe
It's called a pilgrim 
tbh, cloaks should only be fitted for the purpose of traveling unless it got some wicked cloak bonus
cloak can be usefull on other ships if you are hunting alone in enemy core systems, but mainly I agree. No cloak on the curse mate
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Zifna
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Posted - 2006.06.26 11:45:00 -
[117]
HIGH-SLOTS : ~~~~~~~~~~~~ - [ 1 | 50] Drone Link Augmentor I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I
MED-SLOTS : ~~~~~~~~~~~~ - [ 55 | 25] 10MN Afterburner II - [ 1 | 35] Drone Tracking Computer II - [ 1 | 35] Drone Navigation Computer II - [ 1 | 12] Cap Recharger II - [ 250 | 64] Large Peroxide I Capacitor Power Cell - [ 1 | 48] Tracking Disruptor II
LOW-SLOTS : ~~~~~~~~~~~~ - [ 173 | 28] Medium Armor Repairer II - [ 2 | 30] Energized Adaptive Nano Membrane II - [ 2 | 30] Energized Adaptive Nano Membrane II - [ 1 | 17] Internal Force Field Array I
Its a nice bonus but i sure dont like Nos .... il try to stay at 50-60 KM with this Settup.
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Agent2 Holtze
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Posted - 2006.06.26 12:15:00 -
[118]
Originally by: Zifna HIGH-SLOTS : ~~~~~~~~~~~~ - [ 1 | 50] Drone Link Augmentor I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I - [ 100 | 30] 'Malkuth' Heavy Missile Launcher I
MED-SLOTS : ~~~~~~~~~~~~ - [ 55 | 25] 10MN Afterburner II - [ 1 | 35] Drone Tracking Computer II - [ 1 | 35] Drone Navigation Computer II - [ 1 | 12] Cap Recharger II - [ 250 | 64] Large Peroxide I Capacitor Power Cell - [ 1 | 48] Tracking Disruptor II
LOW-SLOTS : ~~~~~~~~~~~~ - [ 173 | 28] Medium Armor Repairer II - [ 2 | 30] Energized Adaptive Nano Membrane II - [ 2 | 30] Energized Adaptive Nano Membrane II - [ 1 | 17] Internal Force Field Array I
Its a nice bonus but i sure dont like Nos .... il try to stay at 50-60 KM with this Settup.

your torturing the Curse.
Posting and you!
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Zifna
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Posted - 2006.06.26 19:54:00 -
[119]
Yes i am but thats not the point do you think it will work ?
It should give a Very hig DPS.
I even think i should replace the DC for a Balstic mod
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Private Iron
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Posted - 2006.07.02 20:27:00 -
[120]
Originally by: Zifna Yes i am but thats not the point do you think it will work ?
It should give a Very hig DPS.
I even think i should replace the DC for a Balstic mod
The Curse isn't a dps ship, you would do more damage to the enemy by completely eliminating their tanking ability with nos. -----
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