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Agent2 Holtze
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Posted - 2006.01.08 23:34:00 -
[1]
I bought a Curse recon ship a week ago, and now i'm trying to fit it, currently fitted:
High: 5x Medium dimishing NOS
Med: AB 10mn II, 2x Tracking disruptors II 3x Hypnos Multispec
Low: 1x med armor rep II 1x Thermic hardners and 2x Adaptive nano II.
This is mostly meant as a support ship when in gangs.
Now the question: How does your Curse setup look like? And suggestions to solo setup.
Nihil est-in vita priore ego imperator Romanus fui.
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Devoras2
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Posted - 2006.01.09 00:01:00 -
[2]
Almost pretty much the same setup. Only i would use:
High: 5xE50 Prototype Energy Vampire
Med: 1x webber, 1x scrambler 3x Tracking disruptors/ECM/Other EW
Lows: 1 med repper II, 1x Energized Thermic Membrane II, 2xAdaptive Nano Membrane II
I tried running ALL mods constantly in a simulation program , and the cap ran steady at 70%. The only drawback is the 1 repper. 2 reppers would have been excellent, making it the new solopwnmobil. But not possible due to grid problems.
But still it will disable all inties, frigs and cruisers before they even get within optimal. Battleships is yet to be tested, but i assume they will be ****ed off as well, when cap gets dry.
All in all, the Curse is one wtfpwn ship in combat 
And they call me slow.... hey! Thats an insult! |

Agent2 Holtze
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Posted - 2006.01.09 00:07:00 -
[3]
Originally by: Devoras2 Almost pretty much the same setup. Only i would use:
High: 5xE50 Prototype Energy Vampire
Med: 1x webber, 1x scrambler 3x Tracking disruptors/ECM/Other EW
Lows: 1 med repper II, 1x Energized Thermic Membrane II, 2xAdaptive Nano Membrane II
I tried running ALL mods constantly in a simulation program , and the cap ran steady at 70%. The only drawback is the 1 repper. 2 reppers would have been excellent, making it the new solopwnmobil. But not possible due to grid problems.
But still it will disable all inties, frigs and cruisers before they even get within optimal. Battleships is yet to be tested, but i assume they will be ****ed off as well, when cap gets dry.
All in all, the Curse is one wtfpwn ship in combat 
hehe, only problems i have faced are droneships and ravens . 2x Tracking disruptors and 3x Jammers makes all ship types cry, except them droneship, almost got beaten up by an Ishtar :/
Nihil est-in vita priore ego imperator Romanus fui.
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Salerator
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Posted - 2006.01.09 01:21:00 -
[4]
Edited by: Salerator on 09/01/2006 01:21:57 I am using:
4 x Medium Diminishing 1 x Medium Pulse II AB 10mn II, Warp Disruptor, 2 Tracking Comps, 2 Caldari Jammers. 2 Medium Armor Rep IIs, 1 Adaptive Nano II, 1 Thermic Hardener II.
Ravens arnt affected by the tracking (or even much by the nossing), hence the caldari jamming, sometimes I switch one out for minmatar cos they can also fire without cap.
Also whats the point of using all Noss if you dont use a dual rep tank? Youll have so much spare cap its pointless. Either mix nos/neut or use a dual rep tank.
EDIT: Also note this is better against droneships as you can slowly pop their drones with your gun, and your tank will hold.
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Devoras2
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Posted - 2006.01.09 01:49:00 -
[5]
Originally by: Salerator Edited by: Salerator on 09/01/2006 01:21:57 I am using:
4 x Medium Diminishing 1 x Medium Pulse II AB 10mn II, Warp Disruptor, 2 Tracking Comps, 2 Caldari Jammers. 2 Medium Armor Rep IIs, 1 Adaptive Nano II, 1 Thermic Hardener II.
Ravens arnt affected by the tracking (or even much by the nossing), hence the caldari jamming, sometimes I switch one out for minmatar cos they can also fire without cap.
Also whats the point of using all Noss if you dont use a dual rep tank? Youll have so much spare cap its pointless. Either mix nos/neut or use a dual rep tank.
EDIT: Also note this is better against droneships as you can slowly pop their drones with your gun, and your tank will hold.
Hmm...
Some questions. Can you fit all those mods? I see grid problems at once. Whats the point of fitting guns, when the ship has no bonus for turrets? You main dmg dealer is the drones.
And they call me slow.... hey! Thats an insult! |

Jim Raynor
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Posted - 2006.01.09 03:03:00 -
[6]
Originally by: Salerator Edited by: Salerator on 09/01/2006 01:21:57 I am using:
4 x Medium Diminishing 1 x Medium Pulse II AB 10mn II, Warp Disruptor, 2 Tracking Comps, 2 Caldari Jammers. 2 Medium Armor Rep IIs, 1 Adaptive Nano II, 1 Thermic Hardener II.
Ravens arnt affected by the tracking (or even much by the nossing), hence the caldari jamming, sometimes I switch one out for minmatar cos they can also fire without cap.
Also whats the point of using all Noss if you dont use a dual rep tank? Youll have so much spare cap its pointless. Either mix nos/neut or use a dual rep tank.
EDIT: Also note this is better against droneships as you can slowly pop their drones with your gun, and your tank will hold.
2 tracking computers.......... for one turret. LOL k  ------
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Salerator
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Posted - 2006.01.09 03:42:00 -
[7]
Originally by: Jim Raynor
Originally by: Salerator Edited by: Salerator on 09/01/2006 01:21:57 I am using:
4 x Medium Diminishing 1 x Medium Pulse II AB 10mn II, Warp Disruptor, 2 Tracking Comps, 2 Caldari Jammers. 2 Medium Armor Rep IIs, 1 Adaptive Nano II, 1 Thermic Hardener II.
Ravens arnt affected by the tracking (or even much by the nossing), hence the caldari jamming, sometimes I switch one out for minmatar cos they can also fire without cap.
Also whats the point of using all Noss if you dont use a dual rep tank? Youll have so much spare cap its pointless. Either mix nos/neut or use a dual rep tank.
EDIT: Also note this is better against droneships as you can slowly pop their drones with your gun, and your tank will hold.
2 tracking computers.......... for one turret. LOL k 
Meant Disruptors of course Jim you dirty Caldari heavymissle***** :)
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Salerator
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Posted - 2006.01.09 03:44:00 -
[8]
Originally by: Devoras2
Originally by: Salerator Edited by: Salerator on 09/01/2006 01:21:57 I am using:
4 x Medium Diminishing 1 x Medium Pulse II AB 10mn II, Warp Disruptor, 2 Tracking Comps, 2 Caldari Jammers. 2 Medium Armor Rep IIs, 1 Adaptive Nano II, 1 Thermic Hardener II.
Ravens arnt affected by the tracking (or even much by the nossing), hence the caldari jamming, sometimes I switch one out for minmatar cos they can also fire without cap.
Also whats the point of using all Noss if you dont use a dual rep tank? Youll have so much spare cap its pointless. Either mix nos/neut or use a dual rep tank.
EDIT: Also note this is better against droneships as you can slowly pop their drones with your gun, and your tank will hold.
Hmm...
Some questions. Can you fit all those mods? I see grid problems at once. Whats the point of fitting guns, when the ship has no bonus for turrets? You main dmg dealer is the drones.
Its all fitted on my curse, in space, right now.
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Dr Tetrahydrocannabinol
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Posted - 2006.01.09 04:01:00 -
[9]
How's the bonus on the tracking disruptors? Noticeable? --------------------------------------------- <Make ECM Burst useful> ECM Burst Idea! |

Salerator
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Posted - 2006.01.09 04:10:00 -
[10]
Until they fix them, no.
Once they do, yes it will be.
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Agent2 Holtze
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Posted - 2006.01.09 13:07:00 -
[11]
Originally by: Dr Tetrahydrocannabinol How's the bonus on the tracking disruptors? Noticeable?
We tried last night, one tracking disrutor on a Tempest and one on a Apoc, both longrange setup, none of them was able to hit me @ 80km, going to try the closerange later today.
Nihil est-in vita priore ego imperator Romanus fui.
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Salerator
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Posted - 2006.01.09 17:07:00 -
[12]
Originally by: Agent2 Holtze
Originally by: Dr Tetrahydrocannabinol How's the bonus on the tracking disruptors? Noticeable?
We tried last night, one tracking disrutor on a Tempest and one on a Apoc, both longrange setup, none of them was able to hit me @ 80km, going to try the closerange later today.
Was that going transversal and with an AB?
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Agent2 Holtze
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Posted - 2006.01.09 18:33:00 -
[13]
Originally by: Salerator
Originally by: Agent2 Holtze
Originally by: Dr Tetrahydrocannabinol How's the bonus on the tracking disruptors? Noticeable?
We tried last night, one tracking disrutor on a Tempest and one on a Apoc, both longrange setup, none of them was able to hit me @ 80km, going to try the closerange later today.
Was that going transversal and with an AB?
We did transversal and direct both with and without AB II.
Going to try it against a long range muinn right now.
Nihil est-in vita priore ego imperator Romanus fui.
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God forbid
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Posted - 2006.01.09 21:09:00 -
[14]
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.
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Hast
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Posted - 2006.01.09 21:16:00 -
[15]
I just dont see why people see the needs for fitting lasers on this fine ship 
Give miners a log off timer |

Salerator
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Posted - 2006.01.09 23:46:00 -
[16]
Originally by: Hast I just dont see why people see the needs for fitting lasers on this fine ship 
Powergrid issues with fitting all nos. I like a dual rep tank
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Salerator
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Posted - 2006.01.09 23:47:00 -
[17]
Originally by: Agent2 Holtze Edited by: Agent2 Holtze on 09/01/2006 19:04:29
Originally by: Salerator
Originally by: Agent2 Holtze
Originally by: Dr Tetrahydrocannabinol How's the bonus on the tracking disruptors? Noticeable?
We tried last night, one tracking disrutor on a Tempest and one on a Apoc, both longrange setup, none of them was able to hit me @ 80km, going to try the closerange later today.
Was that going transversal and with an AB?
We did transversal and direct both with and without AB II.
Going to try it against a long range muinn right now. when transversal speed was high, or just there the muinn only got a couple of hit in, nothing serious. This was at 40 km and 20 km.
My corpmates vaga couldn't hit me either.
The 2 BSs couldnt hit you at ANY range up to 80km when you were going directly towards them? Ok. This is the sex
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Agent2 Holtze
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Posted - 2006.01.09 23:54:00 -
[18]
Originally by: Salerator
Originally by: Agent2 Holtze Edited by: Agent2 Holtze on 09/01/2006 19:04:29
Originally by: Salerator
Originally by: Agent2 Holtze
Originally by: Dr Tetrahydrocannabinol How's the bonus on the tracking disruptors? Noticeable?
We tried last night, one tracking disrutor on a Tempest and one on a Apoc, both longrange setup, none of them was able to hit me @ 80km, going to try the closerange later today.
Was that going transversal and with an AB?
We did transversal and direct both with and without AB II.
Going to try it against a long range muinn right now. when transversal speed was high, or just there the muinn only got a couple of hit in, nothing serious. This was at 40 km and 20 km.
My corpmates vaga couldn't hit me either.
The 2 BSs couldnt hit you at ANY range up to 80km when you were going directly towards them? Ok. This is the sex
The muinn hit me when i was flying directly ad it, but not serious damage. And i forgot to test versus long range again, will do that tomorrow, but a closerange tempest even with 2x large nos wasn't really a problem, might have been his fittings tough, i'll try various test tomorrow when i have better time.
Nihil est-in vita priore ego imperator Romanus fui.
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Devoras2
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Posted - 2006.01.27 00:05:00 -
[19]
Ok! I went into trying this ship. Bought it for a good penny, and i got some fun for the ISK. What i can draw as a battle conclusion after trying it in some friendly fights, is that this ship is good for killing off ships of it size and smaller vessels. Anything bigger like its big brother the HAC, or a BC or a BS, the Curse has to rely on some luck, skill with drones, and the opponents setup (And if the sucker left his drones at home ). This ship CAN go as far as to kill a BC, or maybe if its lucky, a BS. But on realistic terms a BS would seem maybe to hard for this ship to beat, due to two problems.
1. The Curse will encounter a MAJOR problem if the target ship is out of cap. How will it sustain its own cap if not being able to drain it? This is especially when encountering e.g a BS. One solution is to use a med slot for a cap injector, but the question is if one is willing to sacrifice a med slot for it.
2. If the Curse fights a BS, it will run into a "who-can-last-the-longest" problem. The BS has way more hitpoints (more shields/armor/structure) then the Curse. In a fight where the target ship is drained for cap, the Curse will empty its cap in seconds, and an all out drone fight will result in the Curse destruction. The Curse will lose to a BS due to less hitpoints. This may too be the situation if going up against a BC or HAC.
My setup is as follows:
Highs: 4 Medium Named Nos 1 T2 Improved cloack. Meds: 1 Named webber 1 named 20km Scrambler 2 Tracking Disruptor T2 2 ECM T2
Lows: Energized Adaptive Nano T2 Energized Thermic Membrane T2 2 Medium Armor Repair T2
Dronebay: 5 Medium T2 Drones. 5 Light T2 Drones.
A dual repper is a MUST if you plan to survive in combat, so 1 nos can be ditched to solve the problem. The Curse already sucks loads with cap, so 4 is sufficent. I chose to use 5 mediums and 5 lights drones for the various situation im in, e.g if im fighting interceptors (launch lights), or cruisers (launch mediums). The cloack comes in handy when you want a break, hide for a moment, or just prepare yourself for a suprise attack. For resistance on the ship, it should be close to 70% across the rack. But for EVE sake, get the armor compensation skills up ASAP. It will increase the Curse survival rate.
All in all i can say that this ship performs best in a group as a support vessel, but can be used for solo if in the right hands.
And they call me slow.... hey! Thats an insult! |

Selena Sellion
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Posted - 2006.01.27 00:18:00 -
[20]
Originally by: Agent2 Holtze I bought a Curse recon ship a week ago, and now i'm trying to fit it, currently fitted:
High: 5x Medium dimishing NOS
Med: AB 10mn II, 2x Tracking disruptors II 3x Hypnos Multispec
Low: 1x med armor rep II 1x Thermic hardners and 2x Adaptive nano II.
This is mostly meant as a support ship when in gangs.
Now the question: How does your Curse setup look like? And suggestions to solo setup.
Wrong. 2 med reps, otherwise whats all that cap for?
Either 2 med reps, or a neut in there somewhere
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tenp1
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Posted - 2006.01.27 05:52:00 -
[21]
my setup
High - 5xMedium Unstable Neut Mid - 10mn AB II, Balmer Tracking Disrupter, Fleeting web, True sansha Scrambler, Medium Electro chemical cap booster, Omnidirectional tracking link. Low - Medium Armour rep II, Energised Thermal membrane II, 2xrcu II.
This setup will kill any cruisers cap in 1 cycle, then you just need to keep 1 neut running to keep it that way. It kills 1620 cap per cycle at 32.76km with lvl 4 , roll on level 5 with 1800 cap killed per cycle at 37.8km
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Estya Nethary
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Posted - 2006.01.27 06:54:00 -
[22]
Edited by: Estya Nethary on 27/01/2006 06:54:25
Originally by: Agent2 Holtze
Originally by: Dr Tetrahydrocannabinol How's the bonus on the tracking disruptors? Noticeable?
We tried last night, one tracking disrutor on a Tempest and one on a Apoc, both longrange setup, none of them was able to hit me @ 80km, going to try the closerange later today.
How's that for an I-Win button.. Jeez 
EDIT: Sry for not being usefull in this thread. I just felt like saying that *grin*
Originally by: TomB It is a good day to be Jove
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Koro Kar'Amarr
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Posted - 2006.01.27 11:18:00 -
[23]
Only a concept, not looked into if it will fit or not:
hi: 4 launchers - 1 smartbomb mid: ab/mwd - 3 tracking disruptors - 20km scram - (other ecm or whatever) low: repper - resists - cpr
Drones: 3 web drones, 2 painter drones
Disrupt tracking, orbit 18k, lob missiles..?
Or is 3 disruptors a waste? not sure how they stack at the moment. Its about time Amarr got a good ECM platform though, im glad. 
Feel free to let me know if this concept sucks.
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Romulus Maximus
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Posted - 2006.01.27 11:47:00 -
[24]
Er, i think that is a lame setup . U get nos bonus. Use it. Also, ur wasting drone bonus by using web drones etc.
I was testing this against a deimos, and dual rep over single rep and plate gave me about 10 seconds longer. This ship, and armour reps in general. Are not capable of dealign with a lot of fast dealt dmg. This ship is also not imo, designed ot be a solopwnmobile. It would take way too long to kill a bs with drones. Even if it had no cap. It is also not a hac, so stop comparing it to one. Its a support craft, designed to work in groups. Thats not to say ofc ppl wont manage to kill stuff solo.
Imo, the best chance of survival is to minimise the dmg u receive. The Diemos would have killed me before his cap was drained, even with dual reps. Maybe if we started 30k+ i might have lasted better. But i certainly would reley on ur nos to imobilise a target before he can kill u.
My current setup is
4 Nos, Ass launcher (defenders to minimise dmg from ravens, cerberus)
Web,scram,2 TD,TP,AB
Rep,Therm Passive,Kin Passive,Adaptive Nano.
Originally i tried 2 nos, 2 lasers, 2 multis, plate. But miss a cycle on jams and it can all be over. Against a Cerberus, even with jammers, ur dead. FoFs do almost full dmg, and he doesnt need cap. U will easily die before u can break him. Id guess same for Ishtar. Probably Vaga also.
The TP should increase drone dmg by around 25% from what i hear. 2 TDs against a close range hac have little effect.
Current RKK Ranking: (AMM10) Commodore
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Devoras2
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Posted - 2006.01.27 13:14:00 -
[25]
Originally by: tenp1 my setup
High - 5xMedium Unstable Neut Mid - 10mn AB II, Balmer Tracking Disrupter, Fleeting web, True sansha Scrambler, Medium Electro chemical cap booster, Omnidirectional tracking link. Low - Medium Armour rep II, Energised Thermal membrane II, 2xrcu II.
This setup will kill any cruisers cap in 1 cycle, then you just need to keep 1 neut running to keep it that way. It kills 1620 cap per cycle at 32.76km with lvl 4 , roll on level 5 with 1800 cap killed per cycle at 37.8km
Some questions.
1. How do you sustain your own cap high enough to run all modules? 2. What kind of ships are you able to kill off?
And they call me slow.... hey! Thats an insult! |

tenp1
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Posted - 2006.01.27 22:45:00 -
[26]
Originally by: Devoras2
Originally by: tenp1 my setup
High - 5xMedium Unstable Neut Mid - 10mn AB II, Balmer Tracking Disrupter, Fleeting web, True sansha Scrambler, Medium Electro chemical cap booster, Omnidirectional tracking link. Low - Medium Armour rep II, Energised Thermal membrane II, 2xrcu II.
This setup will kill any cruisers cap in 1 cycle, then you just need to keep 1 neut running to keep it that way. It kills 1620 cap per cycle at 32.76km with lvl 4 , roll on level 5 with 1800 cap killed per cycle at 37.8km
Some questions.
1. How do you sustain your own cap high enough to run all modules? 2. What kind of ships are you able to kill off?
1. Thats what the Electrochemical Cap Booster (cap injector) is for. Also, most cruisers are out of cap in 1 cycle, so I only need to keep at most 2 neuts running staggered to keep them dry, which means less cap use for me. having lvl 5 in the cap skills and lvl 5 energy emissions is a must as well.
2. frigs and cruisers (T1 and T2) will both be extremely vulnerable to this setup. Missile and drone ships can be a problem, tho for the t1 versions you should be able to out tank them. You just need to choose your fights. Mind you, this setup is primarily for support for the big guns, kind of like a heavy tackler/defence sapper.
I would like to see what all four non cloak recons could do when working togther. If you got jumped by them you would be target jammed, scambled, webbed, nos'd. Then thanks to the Huginn's target painter bonus you would be getting their max damage on your defenceless/offenceless arse 
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Dash Ripcock
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Posted - 2006.02.10 18:05:00 -
[27]
An affordable, replaceable setup:
High
5 * M Nosferatu IIs
Med
1 * 10Mn AB II 1 * 20Km Scrambler 1 * Webifier 3 * Tracking Disruptor IIs
Low
1 * RCU I 1 * Thermal Hardener II 1 * Energ. Adap. Nano II 1 * M Armour Rep II
Drones
3 * Ogre IIs
The above will walk all over anything turreted that isn't close-range without a moment of hesitation - Vagabonds, Zealots, Deimos, Sacrilege, Muninn etc. Things to watch out for are: close-range BS, passively tanked missile ships (use Multispecs instead of Tracking Disruptors), ECM boats and clever Ishtar pilots.
The Firing Range |

Dash Ripcock
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Posted - 2006.02.10 18:10:00 -
[28]
Edited by: Dash Ripcock on 10/02/2006 18:11:45
I'd just like to add that the dual repairer setups obviously tank more but require lots of expensive Nosferatus (fine if you've got high income, not so fine when you PvP 23/7) and once your target runs out of capacitor you better hope nothing else jumps in. Honestly speaking, with three Tracking Disruptors or Jammers on them and your Nosferatus running (which, by the way, suck as much as seven Heavy Nosfers) there isn't much that's going to be able to hurt you. A lot of the time they never even get past your shields.
Another thing that comes up is the use of Heavy Drones. Your drones in the Curse are your entire damage output and they need to hit hard and defend well. Three Ogre IIs in space do more damage than anything else you could have launched, and they're tough as nails. Expect to get wrecking shots of over 400 with these puppies thanks to the damage bonus. Just wear them out with your ECM and Nos, then rip them to shreds in seconds with the drones.
The Firing Range |

Devoras2
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Posted - 2006.02.11 20:26:00 -
[29]
Originally by: Dash Ripcock Edited by: Dash Ripcock on 10/02/2006 18:11:45
I'd just like to add that the dual repairer setups obviously tank more but require lots of expensive Nosferatus (fine if you've got high income, not so fine when you PvP 23/7) and once your target runs out of capacitor you better hope nothing else jumps in. Honestly speaking, with three Tracking Disruptors or Jammers on them and your Nosferatus running (which, by the way, suck as much as seven Heavy Nosfers) there isn't much that's going to be able to hurt you. A lot of the time they never even get past your shields.
Another thing that comes up is the use of Heavy Drones. Your drones in the Curse are your entire damage output and they need to hit hard and defend well. Three Ogre IIs in space do more damage than anything else you could have launched, and they're tough as nails. Expect to get wrecking shots of over 400 with these puppies thanks to the damage bonus. Just wear them out with your ECM and Nos, then rip them to shreds in seconds with the drones.
Okey.
Now im not a fan of putting all your eggs into one basket. But would you seriously use 3 heavies and sacrifiece all space for it? Kinda a huge gamble. If those 3 drones die, you are kinda screwed.... The drones wouldnt even hit a frigate, nor never a chance in the galaxy an inty. I for once use 5 meds and 5 lights for various situations. And 5 meds will do as much dmg as 3 heavies would.
And they call me slow.... hey! Thats an insult! |

Dash Ripcock
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Posted - 2006.02.11 20:48:00 -
[30]
Edited by: Dash Ripcock on 11/02/2006 20:50:39
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 10/02/2006 18:11:45
I'd just like to add that the dual repairer setups obviously tank more but require lots of expensive Nosferatus (fine if you've got high income, not so fine when you PvP 23/7) and once your target runs out of capacitor you better hope nothing else jumps in. Honestly speaking, with three Tracking Disruptors or Jammers on them and your Nosferatus running (which, by the way, suck as much as seven Heavy Nosfers) there isn't much that's going to be able to hurt you. A lot of the time they never even get past your shields.
Another thing that comes up is the use of Heavy Drones. Your drones in the Curse are your entire damage output and they need to hit hard and defend well. Three Ogre IIs in space do more damage than anything else you could have launched, and they're tough as nails. Expect to get wrecking shots of over 400 with these puppies thanks to the damage bonus. Just wear them out with your ECM and Nos, then rip them to shreds in seconds with the drones.
Okey.
Now im not a fan of putting all your eggs into one basket. But would you seriously use 3 heavies and sacrifiece all space for it? Kinda a huge gamble. If those 3 drones die, you are kinda screwed.... The drones wouldnt even hit a frigate, nor never a chance in the galaxy an inty. I for once use 5 meds and 5 lights for various situations. And 5 meds will do as much dmg as 3 heavies would.
If you can't actually lock anything you're pretty screwed anyway. You can't hope to tank very much with your Nosferatus offline. If you can lock something, if it's a frigate you can drain it of capacitor in a single volley. If it's a cruiser it will run out within thirty seconds or so. What I am saying is that if you're losing your drones due to a ship being able to fire back and you can't incapacitate him, you're in the wrong fight.
The Curse doesn't have much in the way of offence, so having as much as you can in the air is worth it with the right drones and skills. Talking of damage:
5 Medium Drones = 5 * 12 = 60 Damage per volley 3 Heavy Drones = 3 * 24 = 72 Damage per volley
The Firing Range |
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dalman
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Posted - 2006.02.11 21:09:00 -
[31]
Originally by: Devoras2 Almost pretty much the same setup. Only i would use:
High: 5xE50 Prototype Energy Vampire
Med: 1x webber, 1x scrambler 3x Tracking disruptors/ECM/Other EW
Lows: 1 med repper II, 1x Energized Thermic Membrane II, 2xAdaptive Nano Membrane II
I tried running ALL mods constantly in a simulation program , and the cap ran steady at 70%. The only drawback is the 1 repper. 2 reppers would have been excellent, making it the new solopwnmobil. But not possible due to grid problems.
But still it will disable all inties, frigs and cruisers before they even get within optimal. Battleships is yet to be tested, but i assume they will be ****ed off as well, when cap gets dry.
All in all, the Curse is one wtfpwn ship in combat 
If you spend the frign ammount of isk a Curse cost on the ship, why oh why would you go with E50 instead of diminishing? Doh!
Drink up, shoot in. Let the beating begin. Distributor of pain. Your loss becomes my gain...
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Baun
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Posted - 2006.02.11 21:30:00 -
[32]
Edited by: Baun on 11/02/2006 21:33:35 Until Tracking Disruptors are fixed it makes more sense to shield tank the ship.
Try this:
3 Med Nos II 2 Heavy Pulse II 1 YT-8 MWD 1 Fleeting Web, 1 Large C5-L Amp EM and Thermal Hardeners 4 PDU IIs
With Talismans you drain well more than a 4 Nos setup would do, can run the shield booster continuously while draining them AND do damage. Obviously though this cant be a solo setup because the shield tank takes up too many med slots to use a scrambler.
After tracking disruptors are fixed it might make sense to go back to a lower damage armor tank that can fully tackle.
The Enemy's Gate is Down
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smallgreenblur
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Posted - 2006.02.11 22:08:00 -
[33]
Don't forget the second wave of drones you can fit if you're using meds...
sgb
|

Daivasth
|
Posted - 2006.02.12 01:20:00 -
[34]
with regards to light drones vs heavies, keep in mind that vs cruisers, heavies do less damage (sig radius.) vs battleships, i think ur well and truly ****ed regardless of whether u plan to kill them with 3 heavies or 5 meds...
|

Devoras2
|
Posted - 2006.02.12 01:22:00 -
[35]
Originally by: Dash Ripcock Edited by: Dash Ripcock on 11/02/2006 20:50:39
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 10/02/2006 18:11:45
I'd just like to add that the dual repairer setups obviously tank more but require lots of expensive Nosferatus (fine if you've got high income, not so fine when you PvP 23/7) and once your target runs out of capacitor you better hope nothing else jumps in. Honestly speaking, with three Tracking Disruptors or Jammers on them and your Nosferatus running (which, by the way, suck as much as seven Heavy Nosfers) there isn't much that's going to be able to hurt you. A lot of the time they never even get past your shields.
Another thing that comes up is the use of Heavy Drones. Your drones in the Curse are your entire damage output and they need to hit hard and defend well. Three Ogre IIs in space do more damage than anything else you could have launched, and they're tough as nails. Expect to get wrecking shots of over 400 with these puppies thanks to the damage bonus. Just wear them out with your ECM and Nos, then rip them to shreds in seconds with the drones.
Okey.
Now im not a fan of putting all your eggs into one basket. But would you seriously use 3 heavies and sacrifiece all space for it? Kinda a huge gamble. If those 3 drones die, you are kinda screwed.... The drones wouldnt even hit a frigate, nor never a chance in the galaxy an inty. I for once use 5 meds and 5 lights for various situations. And 5 meds will do as much dmg as 3 heavies would.
If you can't actually lock anything you're pretty screwed anyway. You can't hope to tank very much with your Nosferatus offline. If you can lock something, if it's a frigate you can drain it of capacitor in a single volley. If it's a cruiser it will run out within thirty seconds or so. What I am saying is that if you're losing your drones due to a ship being able to fire back and you can't incapacitate him, you're in the wrong fight.
The Curse doesn't have much in the way of offence, so having as much as you can in the air is worth it with the right drones and skills. Talking of damage:
5 Medium Drones = 5 * 12 = 60 Damage per volley 3 Heavy Drones = 3 * 24 = 72 Damage per volley
Sure... IF you`re in the right fight. But sorry, the Curse cant, like the Pilgrim can, pick its fights. And the Curse isnt a solo ship. Its a support one. So all in all, the setup becomes more theoretical, then an actual pratcical one for combat. But oh wtf, thats what so exciting about this game 
And another thing you might just consider when gambling all your drones in just 3 heavies
Smartbombs 
And they call me slow.... hey! Thats an insult! |

Devoras2
|
Posted - 2006.02.12 01:23:00 -
[36]
Originally by: dalman
Originally by: Devoras2 Almost pretty much the same setup. Only i would use:
High: 5xE50 Prototype Energy Vampire
Med: 1x webber, 1x scrambler 3x Tracking disruptors/ECM/Other EW
Lows: 1 med repper II, 1x Energized Thermic Membrane II, 2xAdaptive Nano Membrane II
I tried running ALL mods constantly in a simulation program , and the cap ran steady at 70%. The only drawback is the 1 repper. 2 reppers would have been excellent, making it the new solopwnmobil. But not possible due to grid problems.
But still it will disable all inties, frigs and cruisers before they even get within optimal. Battleships is yet to be tested, but i assume they will be ****ed off as well, when cap gets dry.
All in all, the Curse is one wtfpwn ship in combat 
If you spend the frign ammount of isk a Curse cost on the ship, why oh why would you go with E50 instead of diminishing? Doh!
I consider that setup obsolete  But an excellent ship like the Curse deserves the finest mods imo. So yeah, diminishing would be better 
And they call me slow.... hey! Thats an insult! |

Devoras2
|
Posted - 2006.02.12 01:26:00 -
[37]
Originally by: Baun Edited by: Baun on 11/02/2006 21:33:35 Until Tracking Disruptors are fixed it makes more sense to shield tank the ship.
Try this:
3 Med Nos II 2 Heavy Pulse II 1 YT-8 MWD 1 Fleeting Web, 1 Large C5-L Amp EM and Thermal Hardeners 4 PDU IIs
With Talismans you drain well more than a 4 Nos setup would do, can run the shield booster continuously while draining them AND do damage. Obviously though this cant be a solo setup because the shield tank takes up too many med slots to use a scrambler.
After tracking disruptors are fixed it might make sense to go back to a lower damage armor tank that can fully tackle.
1. Why oh why would you put guns on this ship for??? Its a support ship, and has bonus to nos/neuts, not to guns.  2. The upcoming patch (See dev blog) will fix the tracking disruptor problem, and bring new life and vitality to the Curse`s tracking disruptor bonus. 
And they call me slow.... hey! Thats an insult! |

Baun
|
Posted - 2006.02.12 01:55:00 -
[38]
Edited by: Baun on 12/02/2006 02:01:19 Edited by: Baun on 12/02/2006 01:57:06
Originally by: Devoras2
Originally by: Baun Edited by: Baun on 11/02/2006 21:33:35 Until Tracking Disruptors are fixed it makes more sense to shield tank the ship.
Try this:
3 Med Nos II 2 Heavy Pulse II 1 YT-8 MWD 1 Fleeting Web, 1 Large C5-L Amp EM and Thermal Hardeners 4 PDU IIs
With Talismans you drain well more than a 4 Nos setup would do, can run the shield booster continuously while draining them AND do damage. Obviously though this cant be a solo setup because the shield tank takes up too many med slots to use a scrambler.
After tracking disruptors are fixed it might make sense to go back to a lower damage armor tank that can fully tackle.
1. Why oh why would you put guns on this ship for??? Its a support ship, and has bonus to nos/neuts, not to guns.  2. The upcoming patch (See dev blog) will fix the tracking disruptor problem, and bring new life and vitality to the Curse`s tracking disruptor bonus. 
For anti-frig support mainly, you would be surprised how fast those 2 turrets will chew through a ceptor. I will concede though that the choice of guns is debatable. I am mostly interested in choice of tank type though, even when tracking disruptors are viable again.
I also feel like with my implants that 5 Nos is Overkill. I drain the cap from a HAC in 20 seconds, so the guns are nice added damage. But again, since the shield tank eliminates tackle ability solo concerns like this are less important.
The Enemy's Gate is Down
|

Dash Ripcock
|
Posted - 2006.02.12 02:07:00 -
[39]
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 11/02/2006 20:50:39
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 10/02/2006 18:11:45
I'd just like to add that the dual repairer setups obviously tank more but require lots of expensive Nosferatus (fine if you've got high income, not so fine when you PvP 23/7) and once your target runs out of capacitor you better hope nothing else jumps in. Honestly speaking, with three Tracking Disruptors or Jammers on them and your Nosferatus running (which, by the way, suck as much as seven Heavy Nosfers) there isn't much that's going to be able to hurt you. A lot of the time they never even get past your shields.
Another thing that comes up is the use of Heavy Drones. Your drones in the Curse are your entire damage output and they need to hit hard and defend well. Three Ogre IIs in space do more damage than anything else you could have launched, and they're tough as nails. Expect to get wrecking shots of over 400 with these puppies thanks to the damage bonus. Just wear them out with your ECM and Nos, then rip them to shreds in seconds with the drones.
Okey.
Now im not a fan of putting all your eggs into one basket. But would you seriously use 3 heavies and sacrifiece all space for it? Kinda a huge gamble. If those 3 drones die, you are kinda screwed.... The drones wouldnt even hit a frigate, nor never a chance in the galaxy an inty. I for once use 5 meds and 5 lights for various situations. And 5 meds will do as much dmg as 3 heavies would.
If you can't actually lock anything you're pretty screwed anyway. You can't hope to tank very much with your Nosferatus offline. If you can lock something, if it's a frigate you can drain it of capacitor in a single volley. If it's a cruiser it will run out within thirty seconds or so. What I am saying is that if you're losing your drones due to a ship being able to fire back and you can't incapacitate him, you're in the wrong fight.
The Curse doesn't have much in the way of offence, so having as much as you can in the air is worth it with the right drones and skills. Talking of damage:
5 Medium Drones = 5 * 12 = 60 Damage per volley 3 Heavy Drones = 3 * 24 = 72 Damage per volley
Sure... IF you`re in the right fight. But sorry, the Curse cant, like the Pilgrim can, pick its fights. And the Curse isnt a solo ship. Its a support one. So all in all, the setup becomes more theoretical, then an actual pratcical one for combat. But oh wtf, thats what so exciting about this game 
And another thing you might just consider when gambling all your drones in just 3 heavies
Smartbombs 
Well you can argue the theory and possibilities all day! The Curse makes a good solo ship if you have Covert Ops in toe. Scan them out, land on them and disable/kill them. I know for a fact that the Curse can eliminate half of the HACs without any bother.
As for smartbombs - sure if you're not in Empire and they have the capacitor to spare. I am a mercenary so I operate in high-sec, and since it's a Curse they won't have much juice anyway 
The Firing Range |

Devoras2
|
Posted - 2006.02.12 02:17:00 -
[40]
Originally by: Baun Edited by: Baun on 12/02/2006 02:01:19 Edited by: Baun on 12/02/2006 01:57:06
Originally by: Devoras2
Originally by: Baun Edited by: Baun on 11/02/2006 21:33:35 Until Tracking Disruptors are fixed it makes more sense to shield tank the ship.
Try this:
3 Med Nos II 2 Heavy Pulse II 1 YT-8 MWD 1 Fleeting Web, 1 Large C5-L Amp EM and Thermal Hardeners 4 PDU IIs
With Talismans you drain well more than a 4 Nos setup would do, can run the shield booster continuously while draining them AND do damage. Obviously though this cant be a solo setup because the shield tank takes up too many med slots to use a scrambler.
After tracking disruptors are fixed it might make sense to go back to a lower damage armor tank that can fully tackle.
1. Why oh why would you put guns on this ship for??? Its a support ship, and has bonus to nos/neuts, not to guns.  2. The upcoming patch (See dev blog) will fix the tracking disruptor problem, and bring new life and vitality to the Curse`s tracking disruptor bonus. 
For anti-frig support mainly, you would be surprised how fast those 2 turrets will chew through a ceptor. I will concede though that the choice of guns is debatable. I am mostly interested in choice of tank type though, even when tracking disruptors are viable again.
I also feel like with my implants that 5 Nos is Overkill. I drain the cap from a HAC in 20 seconds, so the guns are nice added damage. But again, since the shield tank eliminates tackle ability solo concerns like this are less important.
Firstly for chewing up ceptors and frigs, what do you have drones and a web for? Utilize it. The Curse has massive bonus to drones dmg, so drones will anytime replace guns. But sure. If you like the extra firepower, do mount guns. Still i dont see the point.
Well, if you dont like 5 nos, cause you individually have that massive implant bonus, (which most hasn`t)ditch a nos or two for an extra repper (drone mods in the high?)in the low, and create a nice tank. Atleast put all the cap you drain to a good purpose. Tank like a madman 
And they call me slow.... hey! Thats an insult! |
|

Baun
|
Posted - 2006.02.12 02:27:00 -
[41]
Originally by: Devoras2
Originally by: Baun Edited by: Baun on 12/02/2006 02:01:19 Edited by: Baun on 12/02/2006 01:57:06
Originally by: Devoras2
Originally by: Baun Edited by: Baun on 11/02/2006 21:33:35 Until Tracking Disruptors are fixed it makes more sense to shield tank the ship.
Try this:
3 Med Nos II 2 Heavy Pulse II 1 YT-8 MWD 1 Fleeting Web, 1 Large C5-L Amp EM and Thermal Hardeners 4 PDU IIs
With Talismans you drain well more than a 4 Nos setup would do, can run the shield booster continuously while draining them AND do damage. Obviously though this cant be a solo setup because the shield tank takes up too many med slots to use a scrambler.
After tracking disruptors are fixed it might make sense to go back to a lower damage armor tank that can fully tackle.
1. Why oh why would you put guns on this ship for??? Its a support ship, and has bonus to nos/neuts, not to guns.  2. The upcoming patch (See dev blog) will fix the tracking disruptor problem, and bring new life and vitality to the Curse`s tracking disruptor bonus. 
For anti-frig support mainly, you would be surprised how fast those 2 turrets will chew through a ceptor. I will concede though that the choice of guns is debatable. I am mostly interested in choice of tank type though, even when tracking disruptors are viable again.
I also feel like with my implants that 5 Nos is Overkill. I drain the cap from a HAC in 20 seconds, so the guns are nice added damage. But again, since the shield tank eliminates tackle ability solo concerns like this are less important.
Firstly for chewing up ceptors and frigs, what do you have drones and a web for? Utilize it. The Curse has massive bonus to drones dmg, so drones will anytime replace guns. But sure. If you like the extra firepower, do mount guns. Still i dont see the point.
Well, if you dont like 5 nos, cause you individually have that massive implant bonus, (which most hasn`t)ditch a nos or two for an extra repper (drone mods in the high?)in the low, and create a nice tank. Atleast put all the cap you drain to a good purpose. Tank like a madman 
Drones have some anti-ceptor issues with their buggy behavior. And in my experience heavy pulses do not :P.
In the end it may prove best to keep the shield tank and add another Nos and 1 Neutralizer. Just got the ship yesterday so I need to experiment.
The Enemy's Gate is Down
|

Devoras2
|
Posted - 2006.02.12 02:29:00 -
[42]
Originally by: Dash Ripcock
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 11/02/2006 20:50:39
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 10/02/2006 18:11:45
Okey.
Now im not a fan of putting all your eggs into one basket. But would you seriously use 3 heavies and sacrifiece all space for it? Kinda a huge gamble. If those 3 drones die, you are kinda screwed.... The drones wouldnt even hit a frigate, nor never a chance in the galaxy an inty. I for once use 5 meds and 5 lights for various situations. And 5 meds will do as much dmg as 3 heavies would.
If you can't actually lock anything you're pretty screwed anyway. You can't hope to tank very much with your Nosferatus offline. If you can lock something, if it's a frigate you can drain it of capacitor in a single volley. If it's a cruiser it will run out within thirty seconds or so. What I am saying is that if you're losing your drones due to a ship being able to fire back and you can't incapacitate him, you're in the wrong fight.
The Curse doesn't have much in the way of offence, so having as much as you can in the air is worth it with the right drones and skills. Talking of damage:
5 Medium Drones = 5 * 12 = 60 Damage per volley 3 Heavy Drones = 3 * 24 = 72 Damage per volley
Sure... IF you`re in the right fight. But sorry, the Curse cant, like the Pilgrim can, pick its fights. And the Curse isnt a solo ship. Its a support one. So all in all, the setup becomes more theoretical, then an actual pratcical one for combat. But oh wtf, thats what so exciting about this game 
And another thing you might just consider when gambling all your drones in just 3 heavies
Smartbombs 
Well you can argue the theory and possibilities all day! The Curse makes a good solo ship if you have Covert Ops in toe. Scan them out, land on them and disable/kill them. I know for a fact that the Curse can eliminate half of the HACs without any bother.
As for smartbombs - sure if you're not in Empire and they have the capacitor to spare. I am a mercenary so I operate in high-sec, and since it's a Curse they won't have much juice anyway 
Sure we can speculate all day. Thats what the forums are for! I`m just trying to point out the pros and cons to the ship, and the utilization of the Curse`s drone bay. You may, as you wish or not, agree and disagree as much as you want. I just want to maximize the ships use so everyone can enjoy the ship to its uttermost performance. And sure, the Curse can notably disable most ships out there. But do keep in mind it has no potenial dmg dealing except the drones, and doesnt have as much hitpoints as one would assume (damn Khanid design for killing off armor for shields ). So if e.g a BS gets a lock on you and manages to unleash the drones, the Curse will pop.
Well, thats your situation as a merc. Just remember that the hostile ship can still unleash that smartbomb a few times before the cap dries. And do too keep in mind that you can be counter nossed..... 
And they call me slow.... hey! Thats an insult!
|

Laythun
|
Posted - 2006.02.14 22:14:00 -
[43]
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
|

Joerd Toastius
|
Posted - 2006.02.15 01:52:00 -
[44]
Originally by: Dash Ripcock Edited by: Dash Ripcock on 11/02/2006 20:50:39
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 10/02/2006 18:11:45
I'd just like to add that the dual repairer setups obviously tank more but require lots of expensive Nosferatus (fine if you've got high income, not so fine when you PvP 23/7) and once your target runs out of capacitor you better hope nothing else jumps in. Honestly speaking, with three Tracking Disruptors or Jammers on them and your Nosferatus running (which, by the way, suck as much as seven Heavy Nosfers) there isn't much that's going to be able to hurt you. A lot of the time they never even get past your shields.
Another thing that comes up is the use of Heavy Drones. Your drones in the Curse are your entire damage output and they need to hit hard and defend well. Three Ogre IIs in space do more damage than anything else you could have launched, and they're tough as nails. Expect to get wrecking shots of over 400 with these puppies thanks to the damage bonus. Just wear them out with your ECM and Nos, then rip them to shreds in seconds with the drones.
Okey.
Now im not a fan of putting all your eggs into one basket. But would you seriously use 3 heavies and sacrifiece all space for it? Kinda a huge gamble. If those 3 drones die, you are kinda screwed.... The drones wouldnt even hit a frigate, nor never a chance in the galaxy an inty. I for once use 5 meds and 5 lights for various situations. And 5 meds will do as much dmg as 3 heavies would.
If you can't actually lock anything you're pretty screwed anyway. You can't hope to tank very much with your Nosferatus offline. If you can lock something, if it's a frigate you can drain it of capacitor in a single volley. If it's a cruiser it will run out within thirty seconds or so. What I am saying is that if you're losing your drones due to a ship being able to fire back and you can't incapacitate him, you're in the wrong fight.
The Curse doesn't have much in the way of offence, so having as much as you can in the air is worth it with the right drones and skills. Talking of damage:
5 Medium Drones = 5 * 12 = 60 Damage per volley 3 Heavy Drones = 3 * 24 = 72 Damage per volley
If they hit, yeah. Heavy drones I'd only really use against BS, and, well, if I came across a BS in one of these I'd probably be relocating myself quickly. A set of meds and a set of lights gives you good anti-cruiser and anti-frig punch, which is where these ships are going to really shine.
|

Shinden
|
Posted - 2006.02.15 20:22:00 -
[45]
5 x NOS II's
AB II, 2 x Tracking Diruptor II's, Webber, Warp Disruptor, Omnidirectional Tracking unit.
Med Repper II, PCU II, 2 x WCS's.
I had the luck of running into a pirate tempest at a statin with this ship. Of course he engaged... battleships shouldn't be afraid of solo criusers right? Wrong.
I basically kept him at 15km orbiting with everthing going on him. Got him to 50% structure before he had to dock. I WOULD have gotten him had I gone in for the close web, but I'm still getting used to the tracking diruptors. I'm still afraid of missile setups, but other than that, the curse can solo almost any turret platform.
|

Devoras2
|
Posted - 2006.02.15 23:43:00 -
[46]
Originally by: Shinden 5 x NOS II's
AB II, 2 x Tracking Diruptor II's, Webber, Warp Disruptor, Omnidirectional Tracking unit.
Med Repper II, PCU II, 2 x WCS's.
I had the luck of running into a pirate tempest at a statin with this ship. Of course he engaged... battleships shouldn't be afraid of solo criusers right? Wrong.
I basically kept him at 15km orbiting with everthing going on him. Got him to 50% structure before he had to dock. I WOULD have gotten him had I gone in for the close web, but I'm still getting used to the tracking diruptors. I'm still afraid of missile setups, but other than that, the curse can solo almost any turret platform.
See bold and underline!
Are you running or fighting? No repsect do i have for players fitting wcs to their ships for fighting. And fitted on a Curse makes cute kittens cry 
And they call me slow.... hey! Thats an insult! |

Baun
|
Posted - 2006.02.15 23:55:00 -
[47]
5 diminishing nosferatus 10mn AB II, 90% web, 2 20km scrams, 2 Tracking disruptor IIs 2 Med armor rep IIs, 2 nano II, 1 RCU II
The Enemy's Gate is Down
|

Hal9001
|
Posted - 2006.02.16 00:36:00 -
[48]
Edited by: Hal9001 on 16/02/2006 00:38:28 I don't get it, its more than obvious that this ship was meant to be shield tanked, NOT armor tanked at ALL...
try this HIGHS 3 named nos ===( coprium type a with a staring range of 19 km give me 43 km at level 3 recon ) everything else gives me 26 km.. 2 t2 heavy missiles== MIDS therm hardner em hardner t2 large shield extender scram ( I use a true sansha, 28 km ) 2x's gisti small boosters or 1 gist and a Webber( I use a domination Webber, 15 km )... LOWs 4 pdc 2's DRONE bay t2 med drones of choice, depending on what you plan to hunt...
I can run all my boosters and hardners non stop without nos, with nos I stay at 100% cap.. this thing tanks like an eagle.. its VERY impressive, especially for an ammar ship.. this is a very expensive set up, for a very expensive ship.. but its a hac killer for sure and anything smaller cant even scratch your paint.. I guess you could sub a lot of the high isk parts for cheaper stuff, and still do pretty well.. I try to approach from 60 km, hit em with the nos at 43 km,set the drones free, orbit em at 15 km with the domi Webber and all the while raining t2 missiles to their weak resists... its a scary little ship.. any hac is drained of cap before they ever get into range.. let me know whatcha think of this setup
|

Gold Star
|
Posted - 2006.02.16 14:41:00 -
[49]
I like the above for a solo killing setup. Very effective great damage and great tanking...
I've always been a believer of using a ships bonus's to there full potential. I use med ions on my rax and kill any tanked rax in seconds 5k armour or not. So for this ship i tried the above setup and liked it mate but i ended up going for this setup for most situations i'm in
4* Med Nos II's / 1* Assualt bay 1* Named Mwd / 1* Webber / 1* 20km Disruptor / 3* Tracking Disruptors (1 named, 2 T2'a) 1* Med II Rep / 1* Thermal II / 1* Energised Mag Membraine II / 1* PDU II
With this setup i have engaged min Bs's and won/ Cald/ Amarr HACS and won, any cruiser and will win. Frigates ceptors i tend to just nos and use 4 med drones and 1 heavy(webber) drone. I personnal have currently had no problems with this setup as if i find myself in a situation i cannt handle i mwd right out of it in seconds. |

Dash Ripcock
|
Posted - 2006.02.16 16:05:00 -
[50]
Originally by: Joerd Toastius
Originally by: Dash Ripcock Edited by: Dash Ripcock on 11/02/2006 20:50:39
Originally by: Devoras2
Originally by: Dash Ripcock Edited by: Dash Ripcock on 10/02/2006 18:11:45
I'd just like to add that the dual repairer setups obviously tank more but require lots of expensive Nosferatus (fine if you've got high income, not so fine when you PvP 23/7) and once your target runs out of capacitor you better hope nothing else jumps in. Honestly speaking, with three Tracking Disruptors or Jammers on them and your Nosferatus running (which, by the way, suck as much as seven Heavy Nosfers) there isn't much that's going to be able to hurt you. A lot of the time they never even get past your shields.
Another thing that comes up is the use of Heavy Drones. Your drones in the Curse are your entire damage output and they need to hit hard and defend well. Three Ogre IIs in space do more damage than anything else you could have launched, and they're tough as nails. Expect to get wrecking shots of over 400 with these puppies thanks to the damage bonus. Just wear them out with your ECM and Nos, then rip them to shreds in seconds with the drones.
Okey.
Now im not a fan of putting all your eggs into one basket. But would you seriously use 3 heavies and sacrifiece all space for it? Kinda a huge gamble. If those 3 drones die, you are kinda screwed.... The drones wouldnt even hit a frigate, nor never a chance in the galaxy an inty. I for once use 5 meds and 5 lights for various situations. And 5 meds will do as much dmg as 3 heavies would.
If you can't actually lock anything you're pretty screwed anyway. You can't hope to tank very much with your Nosferatus offline. If you can lock something, if it's a frigate you can drain it of capacitor in a single volley. If it's a cruiser it will run out within thirty seconds or so. What I am saying is that if you're losing your drones due to a ship being able to fire back and you can't incapacitate him, you're in the wrong fight.
The Curse doesn't have much in the way of offence, so having as much as you can in the air is worth it with the right drones and skills. Talking of damage:
5 Medium Drones = 5 * 12 = 60 Damage per volley 3 Heavy Drones = 3 * 24 = 72 Damage per volley
If they hit, yeah. Heavy drones I'd only really use against BS, and, well, if I came across a BS in one of these I'd probably be relocating myself quickly. A set of meds and a set of lights gives you good anti-cruiser and anti-frig punch, which is where these ships are going to really shine.
In the fights I have had, I've had no problem tearing a Cruiser apart with Heavy Drones. Ships with low thermal resistances like un-hardened Zealots die within seconds, and those that don't die eventually. I don't know what this 'anti-frigate' nonsense is - you are sucking the equivalent of seven Heavy Nosferatus!!! One volley and their cap is nuked already. Then it is a case of pinning them down and killing them. More slowly than with lighter drones, but killing them nonetheless. The Curse is about disabling the other ship, then ripping them apart. Anyway, different people prefer different things. I prefer having as much potential damage as I can in the air at one time.
Concerning shield tanking the Curse - it is perfectly do-able, and probably preferable when fighting missile ships or boats with ECM. Against turreted ships it's a waste however. She's not a born tank, so opting to take a beating until their capacitor is dry is a little risky. Better to have a good armour tank and med-slots fitted with gear that'll neutralise their turrets. Kill their turrets, kill their cap then kill them. You'll often find they never actually get through your shields unless they have a lot of drones, missiles or ECM.
The Firing Range |
|

Dash Ripcock
|
Posted - 2006.02.16 16:06:00 -
[51]
Originally by: Baun 5 diminishing nosferatus 10mn AB II, 90% web, 2 20km scrams, 2 Tracking disruptor IIs 2 Med armor rep IIs, 2 nano II, 1 RCU II
She only has four low-slots, and with Diminishing you should have enough PG to not need the RCU II.
The Firing Range |

GigaIndy
|
Posted - 2006.02.16 16:20:00 -
[52]
I currently use
Highs 2 T2 Focused pulse 3 T2 Medium nos
Mids 10mn AB t2 T2 Target Painter 2 T2 Tracking disruptors. 90% Webber 20k scrambler
Lows Thermal hardner Kinetic hardener Cap relay Medium armor rep t2.
|

Cryselle
|
Posted - 2006.02.17 23:45:00 -
[53]
Edited by: Cryselle on 17/02/2006 23:45:24 3 TS Med Nosferatu 2 TS Med Energy Neutralizer
1 Domination AB 1 Gist B-Type Large Shield Booster 1 DG Shield Booster Amp 1 DG Heat Amp 1 DG EM Amp 1 TS Warp Scrambler (28 km)
1 TS PDU 1 RADAR Backup Array (36 str total) 2 Domination Nanos
A bit pricy - orbiting at 28 km with 780 m/s and letting the drones do their job - quite nice to watch
|

Baun
|
Posted - 2006.02.17 23:49:00 -
[54]
Originally by: Dash Ripcock
Originally by: Baun 5 diminishing nosferatus 10mn AB II, 90% web, 2 20km scrams, 2 Tracking disruptor IIs 2 Med armor rep IIs, 2 nano II, 1 RCU II
She only has four low-slots, and with Diminishing you should have enough PG to not need the RCU II.
sorry I meant 1 nano II.
And you are very wrong about the RCU. Even with Diminishing I just have 10 grid to spare.
The Enemy's Gate is Down
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warlordfate
|
Posted - 2006.03.02 20:25:00 -
[55]
Edited by: warlordfate on 02/03/2006 20:27:37 is everyone taking into consideration that pilots use cap injectors on their pvp ships because nosfreaks arent a new enemy and hacs can do enough damage quickly do kill most ships before a cargo load of charges are depleted or am i missing something you leet pilots arent. and a curse against smaller ships is a mote point its like killing flys with a shotgun against a competent bs pilot your in trouble nosing him wont help amarr ftw
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oshima
|
Posted - 2006.03.09 22:00:00 -
[56]
2 questions
does the bonus to now range and drain amount stack? what is the max range at lvl 4 around 30k or 70k? and what is the amount of energy drained?
why havent I seen any real 1 on 1 pvp set ups? they all seem to be more along the lines of fleet setups
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Agent2 Holtze
|
Posted - 2006.03.09 22:04:00 -
[57]
Originally by: oshima 2 questions
does the bonus to now range and drain amount stack? what is the max range at lvl 4 around 30k or 70k? and what is the amount of energy drained?
why havent I seen any real 1 on 1 pvp set ups? they all seem to be more along the lines of fleet setups
Diminishing Nos' are draining 64.8 cap per 6 sec @ 32km TS and DB Nos' sare draining 64.8 cap per 6 sec @ 39km Corpum A medium Nos' are draining 59.4 cap per 6 sec @ 50km DB neutralizer's are neutralizing 324 cap per 12 sec @ 36.4km
To compare:
Heavy diminishing nos' are draining 120 cap per 12 sec @ 25km
"We are twice armed if we fight with faith." Plato |

Dash Ripcock
|
Posted - 2006.03.09 22:29:00 -
[58]
Originally by: Baun
Originally by: Dash Ripcock
Originally by: Baun 5 diminishing nosferatus 10mn AB II, 90% web, 2 20km scrams, 2 Tracking disruptor IIs 2 Med armor rep IIs, 2 nano II, 1 RCU II
She only has four low-slots, and with Diminishing you should have enough PG to not need the RCU II.
sorry I meant 1 nano II.
And you are very wrong about the RCU. Even with Diminishing I just have 10 grid to spare.
I was assuming 1*M Armour Rep II, Thermal and two Nano IIs in the lows. That will fit with Diminishing and no RCU!
Save The Deimos |

Dash Ripcock
|
Posted - 2006.03.09 22:33:00 -
[59]
Originally by: oshima 2 questions
does the bonus to now range and drain amount stack? what is the max range at lvl 4 around 30k or 70k? and what is the amount of energy drained?
why havent I seen any real 1 on 1 pvp set ups? they all seem to be more along the lines of fleet setups
Most people will be using M Nosferatu IIs or M Diminishings which suck 36 units every 6 seconds at 12Km. With Recon V the range is tripled and the amount drained doubled, so you are looking at 72 units every 6 seconds at 36Km. If you're using five of them this gives you a sucking capacity of 360 every 6 seconds i.e. 60 capacitor units every second.
Compare that with Heavy Nosferatus sucking 100 over 12 seconds - it's the equivalent of seven Heavy Nosferatus. Not bad for a cruiser-sized ship eh?
Save The Deimos |

Hal9001
|
Posted - 2006.03.11 14:23:00 -
[60]
Originally by: oshima 2 questions
does the bonus to now range and drain amount stack? what is the max range at lvl 4 around 30k or 70k? and what is the amount of energy drained?
why havent I seen any real 1 on 1 pvp set ups? they all seem to be more along the lines of fleet setups
Read up to my last post... it was a pvp setup.. ive killed a few hacs one v one...
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|

Solenia
|
Posted - 2006.03.11 20:14:00 -
[61]
Edited by: Solenia on 11/03/2006 20:15:00 I found this quite good:
High: 3x Med Nos T2 (Using T2 because they cost 1/10 of the best named ones and have the same drain/range) 2x Med Neut T2 (same as with nos)
Mid: 2x 20km Scram 3x Tracking Disruptor T2 (same as with nos) 1x Sensor Booster (for faster lock, dont see any reason to target 230km + with this ship :)
Low: 1x Med Armor Rep T2 2x Active Hardners (using kin+thermal) 1x RCU (this is the only thing about this setup i dont like, but its needed for the T2 Nos and Neut)
This is meant as a vampire in fleet or gang, so it will have other people to do the damage and slowing of the enemy. Tested this on a Thorax and it was drained in 18s would be even faster if he had tank, guns and mods running.
Edit: Also thinking of putting 3 Heavy Neut drones in it, that would give another 75 drain every 6 secs, if im not mistaken :)
So enjoy and feel free to comment :)
|

JVol
|
Posted - 2006.03.16 11:54:00 -
[62]
Originally by: warlordfate Edited by: warlordfate on 02/03/2006 20:27:37 is everyone taking into consideration that pilots use cap injectors on their pvp ships because nosfreaks arent a new enemy and hacs can do enough damage quickly do kill most ships before a cargo load of charges are depleted or am i missing something you leet pilots arent. and a curse against smaller ships is a mote point its like killing flys with a shotgun against a competent bs pilot your in trouble nosing him wont help amarr ftw
Cap injectors wont do anything but prolong their eventual death... Lets say a tempist or a geddon ( my favorite prey ) "if" they have a cap injector then they have borked setups to start with, but the simple fact is, they wont be able to hit you... Maybe its because they have an optimal range with their guns thats just SLIGHTLY longer than their wang, maybe its because they cant target you with the 2 jammers on em... bottom line is, once you have them at say 19km to 28km ( depending on your wallet and what warp jammer your bought ) they will soon be out of cap and wont be able to hit you while they can still fire.. ( trust me, they FIXED the disruptors.. they MESS up a turreted ship BADLY ) the curse is FAR MORE than a support ship, its a leathal hunter killer... just pick your fights
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Devoras2
|
Posted - 2006.03.16 12:43:00 -
[63]
Im actually starting to worry more about the Curse`s armor tanking ability, after flying it for some time. Its armor hitpoints is so low (as shields), that a dual repper setup might be obsolete and kinda borked. So i ditched a repper for a 800mm rolled plate to increase potenial survivability. So far it has saved me twice in battle 
And they call me slow.... hey! Thats an insult! |

Chuu Mei
|
Posted - 2006.03.20 21:31:00 -
[64]
Wow, there are may opinions as to how to equip this great ship. I will post what I've used in combat effectively. One can draw their own conclusions.
Highs: Cloak, 1 Named Nos, 2 Named Neut Meds: 1 AB T2, 1 Med Cap Batt T2, 2 named Tracking Disruptors, 2 named 20k Scram Lows: 1 AR T2, 2 Adap Nano T2, 1 800mm T2
5 Med T2 drones, 5 Light T2 drones
This gives you....some speed, decent drain capability, decent tank, great turret EW, and a fair shot at scrambling and cap to sustain all of it, oh and good drone damage if your skills are there
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Shuo Ban
|
Posted - 2006.03.25 17:07:00 -
[65]
Edited by: Shuo Ban on 25/03/2006 17:10:10
Originally by: Devoras2 Im actually starting to worry more about the Curse`s armor tanking ability, after flying it for some time. Its armor hitpoints is so low (as shields), that a dual repper setup might be obsolete and kinda borked. So i ditched a repper for a 800mm rolled plate to increase potenial survivability. So far it has saved me twice in battle 
Yah i agree, after flying this ship for a bit its HP falls too fast. With 2 med repairs its a see-saw gamble! will my repairers save me in time or will i be in armor?? its dreadfull watching ur ARMOR go up and down like a rev-meter in a car :S
Im gona try a 800mm plate at least that way you will esitmate how long u got till u pop.
Funny thing is .... i went solo vs a sucker dominx with my main...... out nosed him (he had 2 neutralizers + 4 heavy NOS) out ranged him when i moved off and well my tech 2 drones killed his heavies with ease. The only major problem was watching my armor HP bounce up and down as my 2 reps kicked in and i was taking damage from his drones.
End result though support came in and poped the dominix :D and im in love with my curse !! DAMN expensive to fit though ..... 5 tech 2 med nos all out tech 2 modules ouch ... im gona cry for a month if i loose this ship ..
-----------------------------------------------
An attempt to understand slavers language and behavior |

Mr Dogg
|
Posted - 2006.03.31 21:24:00 -
[66]
Very informative thread, I will post soon on whaat I have found works well for me.
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Shuo Ban
|
Posted - 2006.04.04 11:15:00 -
[67]
Ok after some combat tests, 800 tech 2 MM plate is far better than 2 med repairs imo. around 3780 armor HP is enough to let me get out of trouble. Also swaped the booster for an afterbuner helps me keep range on on enemy.
I am gona train recon 5 just for this ships bonuses ... and tech 2 med drones ROCK .. /me hugs his curse .... -----------------------------------------------
An attempt to understand slavers language and behavior |

Lyra VX
|
Posted - 2006.04.13 17:54:00 -
[68]
Edited by: Lyra VX on 13/04/2006 17:55:01 This just about fits (AWU 3) and looks good on paper, but I haven't tried it out beyond corp-mates yet.
5 x Medium Nosferatu II (I are poor) -- 1 x 10mb Afterburner (Tech 2 may fit, haven't tried) 1 x Sensor Booster II 2 x Tracking Disruptor II 2 x Caldari Jammers -- 1 x Medium Armor Repairer II 1 x Active Kinetic Hardener 1 x Active Thermal Hardener 1 x Reactor Control Unit
Standard drone loadout of 5 meds, 5 lights.
With Recon Ships at 4, you can nos from 31km and let the drones eat away. The only real danger would be a Minmatar ship that's going for missiles over turrets or a drone ship that can do more damage than your repper can repair.
Or a Rook if the first cycle fails :< |

Dragerest
|
Posted - 2006.04.15 13:03:00 -
[69]
i got my set up for the curse, now i just need to know what drones to use. what do you guys use? tech2 ofcoarse
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Devoras2
|
Posted - 2006.04.15 15:26:00 -
[70]
Originally by: Shuo Ban Ok after some combat tests, 800 tech 2 MM plate is far better than 2 med repairs imo. around 3780 armor HP is enough to let me get out of trouble. Also swaped the booster for an afterbuner helps me keep range on on enemy.
I am gona train recon 5 just for this ships bonuses ... and tech 2 med drones ROCK .. /me hugs his curse ....
I stand corrected 
And they call me slow.... hey! Thats an insult! |
|

Agent2 Holtze
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Posted - 2006.04.20 19:03:00 -
[71]
Edited by: Agent2 Holtze on 20/04/2006 19:05:11 I found a new setup:
High: 3x Medium Diminishing NOS 2x Medium Dark Blood Neutralizers
Mid: 1x 10mn TII 2x 'Fleeting' Warp scramblers *gotta fight the WCS* 3x Tracking Disruptors TII
Low: 1x Small Armor Repair TII 1x 800mm Steel Plate TII 1x Energized Adaptive Nano Membrane TII 1x Reactor Control TII
Leaves a bit of PG and a bit of CPU. This setup is also alot more fun to fly than the other setups i have tried as it requires more attention from the pilot.
Anyone tried all Neutralizers and cap booster?
|

Aion Amarra
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Posted - 2006.04.20 19:37:00 -
[72]
Originally by: Shuo Ban im gona cry for a month if i loose this ship ..
I just lost mine because I went to the toilet for a minute. >_<
_____________________
This is not the sig you're looking for. *Jedi-like hand movement* |

Agent2 Holtze
|
Posted - 2006.04.20 20:35:00 -
[73]
Edited by: Agent2 Holtze on 20/04/2006 20:36:08
Originally by: Aion Amarra
Originally by: Shuo Ban im gona cry for a month if i loose this ship ..
I just lost mine because I went to the toilet for a minute. >_<
hehe.
a little advice, pee in a cup.
|

Hydrogen
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Posted - 2006.04.21 11:21:00 -
[74]
Even though I got poor shield skills, I took the time to test the Curse for shield tanking.
There are several reasons to try it: 1. With its NOS bonus the Curse has oodles of cap 2. Due to the 6s med NOS delay the Curse will never run out of cap for a shield tank (only enemy are bs with heavy NOS, but the 12s delay of your enemy makes sure that you got the cap needed)
That said, I tried it with my low skills and a corp mate in a NOS Raven.
MY curse setup 1:
2 NOS 1 AB, 1 Large c-5 shield booster, FS-9 Large shield extender, shield amplifier and EM/Therm shield hardener
Result: I had to switch the shield booster on and off, when I was low on cap due to his hvy nos. Still, I could tank him forever.
My Curse setup 2: 3 NOS 1 AB, 1 med Converse shield booster, shield amplifier, FS-9 Large shield extender and EM/Therm shield hardener
Result: the med converse kept running forever but was unable to boost enough shield, so that my curse would have died after about 6 minutes. ---
Consequence: With decent shield skills, the Curse can be an uber shield tanker, where his drones (drone dmg bonus) can rip enemies apart. One possible setup could be like:
HI slots: 5 diminishing NOS, maybe swapping one NOS for a med smartbomb agaisnt those pesky drones Med slots: Large shield booster, T2 shield extender, T2 EM hardener, T2 Therm hardener, last slot 2 slots for either scrambler/webber or ECM/tracking disruptor (for solo or fleet) Low slots: RADAR backup arrays --- Mark me: this is only a concept, but seeing that uber tankage of the Curse in my testing was astounding the least said.
AF Guide |

Hydrogen
|
Posted - 2006.04.21 11:48:00 -
[75]
I realize some additions are needed:
the enemy raven used 2xT2 hvy Nos and T2 EM Cruise missiles and also 5 drones of course
My point is in the above testing: you can keep a alrge shield tank running forever on a Curse. There are probably better shield setups, still you get the idea. All that while still able to NOS your enemies
AF Guide |

Agent2 Holtze
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Posted - 2006.04.21 11:57:00 -
[76]
I like the neutralizers and low cap demanding systems as you i would rather see my enemy with no cap/tracking/locking instead of being able to tank him one way to hell and back, the damage output of these ships is in the low end, therefore you need to force your enemy down on his knee's without cap tracking or locking.
sorry my spelling and english grammar, my brain ain't functioning today it seems.
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Hydrogen
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Posted - 2006.04.21 12:07:00 -
[77]
Originally by: Agent2 Holtze I like the neutralizers and low cap demanding systems as you i would rather see my enemy with no cap/tracking/locking instead of being able to tank him one way to hell and back, the damage output of these ships is in the low end, therefore you need to force your enemy down on his knee's without cap tracking or locking.
sorry my spelling and english grammar, my brain ain't functioning today it seems.
There is one major problem to the curse: its ability to tank. My point is simple: Curse can tank extremly well, while in the same row loosing offense.
AF Guide |

Agent2 Holtze
|
Posted - 2006.04.21 12:13:00 -
[78]
Originally by: Hydrogen
Originally by: Agent2 Holtze I like the neutralizers and low cap demanding systems as you i would rather see my enemy with no cap/tracking/locking instead of being able to tank him one way to hell and back, the damage output of these ships is in the low end, therefore you need to force your enemy down on his knee's without cap tracking or locking.
sorry my spelling and english grammar, my brain ain't functioning today it seems.
There is one major problem to the curse: its ability to tank. My point is simple: Curse can tank extremly well, while in the same row loosing offense.
Who needs a tank when the enemy is out of cap and have the same tracking as a dead fish =)
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Laythun
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Posted - 2006.04.21 12:51:00 -
[79]
Im sorry
/emote slaps Hydrogen for shield tanking
Now.
The curse can ARmour tank V.well. Use it. your mids are to disable the ememy. your lows are to keep u alive.
800mm plate and 1 med rep is more efficient for this ship.
Setups
Gang
3 MED NOS, 1 NEUT 28KM Scram, 2x tracking dis,2 cal racial, 1 multi 1 med rep II, 800mm plate, passive tank
Solo is pretty much the same, just drop a racial and fit an afb II
Also i prefer the pilgrim 
--------------------------------------------- If im flaming or not contributing im sorry, but im trying to get into th [23]
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Shuo Ban
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Posted - 2006.04.22 12:05:00 -
[80]
Edited by: Shuo Ban on 22/04/2006 12:06:24 Shield tank a curse ?? hmm intresting idea .... but i had loosing the awsome rack of EW and bonuses its got on tracking disruption !! A radical setup with shield tankning and guns might be feasable but im sticking to armor tanking .... (its an insult for an Amarr to shield tank !!! lol)
Yah and Devoras2, that 800 mm tech 2 was a good idea :) cheers mate ..
-----------------------------------------------
An attempt to understand slavers language and behavior |
|

Hydrogen
|
Posted - 2006.04.22 12:11:00 -
[81]
Originally by: Shuo Ban Shield tank a curse ?? hmm intresting idea .... but i had loosing the awsome rack of EW and bonuses its got on tracking disruption !! A radical setup with shield tankning and guns might be feasable but im sticking to armor tanking .... (its an insult for an Amarr to shield tank !!! lol)
Curse PvE setup - ratting on 0.0:
High Slots ~~~~~~~~~~ 4x Hvy Missile Launcher, 1x Med Diminishing Nos
Med Slots ~~~~~~~~~ 10MN AB, Large Shield Booster, Shield boost amplifier, Large Shield extender, EM hardener, Therm hardener
Low Slots ~~~~~~~~~ 3 Ballistic Control, 1 CoProcessor II
Hey, I need the isk 
Seriously, does extremly well on any rat spawn, use named items where you see fit.
AF Guide |

Hydrogen
|
Posted - 2006.04.22 12:12:00 -
[82]
On a sidenote: I do not like to PvP in a Curse. For that I prefer the Pilgrim.
AF Guide |

Agent2 Holtze
|
Posted - 2006.04.22 12:43:00 -
[83]
Originally by: Hydrogen
Originally by: Shuo Ban Shield tank a curse ?? hmm intresting idea .... but i had loosing the awsome rack of EW and bonuses its got on tracking disruption !! A radical setup with shield tankning and guns might be feasable but im sticking to armor tanking .... (its an insult for an Amarr to shield tank !!! lol)
Curse PvE setup - ratting on 0.0:
High Slots ~~~~~~~~~~ 4x Hvy Missile Launcher, 1x Med Diminishing Nos
Med Slots ~~~~~~~~~ 10MN AB, Large Shield Booster, Shield boost amplifier, Large Shield extender, EM hardener, Therm hardener
Low Slots ~~~~~~~~~ 3 Ballistic Control, 1 CoProcessor II
Hey, I need the isk 
Seriously, does extremly well on any rat spawn, use named items where you see fit.
Please don't post PvE setups in this Thread, i'm so tired of mixed threads with pvp and pve.
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Yeux Gris
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Posted - 2006.04.23 02:04:00 -
[84]
my setup consists of...
High - 5x medium diminshings. Med - ab10 II, scrammerx2 ( taker yer pick), 3x named targetting disruptors. Low - Medium armour repper, thermic t2 passive hardner, t2 energised nano adaptors.
and t2 drones. I can take down any apoc pilot easy as. considering i have a set of talisman imps :P
that makes the difference.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Yeux Gris.. Woman Love him, Sheep fear him...
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BuffB
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Posted - 2006.05.04 10:47:00 -
[85]
What about drones, i am a week or so off being able to fly this ship and need to work on my drone skills due to the nature of the curse. I looked at the amarr specific heavy drones (i think it should carry 3), are they any good or is it better to stick with tech 2 mediums and lights ???
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Hydrogen
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Posted - 2006.05.05 11:09:00 -
[86]
Originally by: BuffB What about drones, i am a week or so off being able to fly this ship and need to work on my drone skills due to the nature of the curse. I looked at the amarr specific heavy drones (i think it should carry 3), are they any good or is it better to stick with tech 2 mediums and lights ???
2 hvy drones, 2 med drones and 1 light drone all T2 of course with drone interfacing 5 
You choose drone types according what you are about to do. I personally started with training Minmatar drones and then the others.
AF Guide |

Rocla2006
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Posted - 2006.05.05 12:23:00 -
[87]
A friend says he can run 4 Neuts and still have the cap to tank, how viable is this? I would have thought that you empty your own cap fast enough like that, but I owe him the benefit of the doubt.
Are these truely pwnmobiles now or can a battleship with nos/cap injector actually stand a chance to win?
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Eyeshadow
|
Posted - 2006.05.05 12:37:00 -
[88]
3x medium dimins 1x medium unstable neut
1x sensor booster 2x tracking disruptors 1x caldari jammer 2x multispecs
2x medium rep IIs 1x thermal hard II 1x EANM II
EW is changable of course. Drones are 5med/5light. I carry hammerheads as they do most damage. Tanks like a ***** and with my talisman set draws nearly 100cap/sec (screws everything basically)
Just like to point out that best named neut (i think its unstable) is actually better than faction for cap neut/cap used. Of course the faction has better range but meh, personal choice
My Latest Vid (18/04/06) |

DeadDuck
|
Posted - 2006.05.05 13:06:00 -
[89]
Hmm, nobody is fitting mwd on the curse ???
I think that is a must have regarding solo pvp. The ship only kills if you manage to be on NOS range, the tracking disruptors are good to force your opponent to be closer but you can load long range crystals/ammo to continue to shoot your opponent just on the edge of the NOS range.
Using a MWD on the curse will make "jump" to your NOS range and at that moment your opponent will be dead.
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Devoras2
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Posted - 2006.05.05 13:45:00 -
[90]
For drones I rather go 5 meds and 5 lights T2. Best not to stack all your eggs in one basket. Type of drones? I`m using Gallente racial drones cause of the thermal dmg. Most ships have a so-so resistance to thermal, and will hence fall quick.
And they call me slow.... hey! Thats an insult! |
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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 ...
-----------------------------------------------
An attempt to understand slavers language and behavior |

Weirda
|
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
|
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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BirdBleed
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Posted - 2006.07.03 00:30:00 -
[121]
high: 4 x Medium Diminishing NOS 1 x 150 mm t2 Railgun
Mid: 1 x MWD (named) 2 x Balmer Tracking disruptors 1 x 28/30km warp disruptor 1 x med cap battery t2 1 x Hytpnos multispec
Low: 1 x EANM t2 1 x Med armor rep t2 1 x Therm Hardener 1 x Name dmg control/whatever
weird setup :D
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Ris Dnalor
Minmatar
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Posted - 2006.07.16 20:24:00 -
[122]
HIGH:
1x Dark Blood Medium Neutralizer 4x Dark Blood Medium Nosferatu (or true sansha)
With Recon Ships IV & Energy Emissions IV You'll drain 70.2 cap/sec -- with an initial drain of 843 power after 12 seconds.
MIDS:
1x Warp Disruptor (long range named is best) 2x Large Shield Extender II 1x Invulnerability Field II (or better faction) 1x Heat Dissipation Field II (or better faction) 1x Photon Scattering Field II (or better faction)
Depending on skills you'll have around 6500 shield points with a passive recharge of over 26/sec with resistances of 67/90/74/73. the only cap you'll need is to run the shield hardening fields.
LOWS:
1x Warp Core Stabilizer 1x Local Hull Overdrive System ( or better faction ) 1x Shield Power Relay 1x Power Diagnostic II
the overdrive gives you enough speed to catch most friggies that have been hit by your two web drones. the warp core stab is personal preference. The shield power relay works better than a 2nd power diag, b/c cap regen rate doesn't matter on this ship.
DRONES:
2x Berserker SW-900 Webbifier Drones 2x Valkyrie II 1x Warrior II
the 2 webbie drones free a mid slot for another shield extender and allow you much greater webby range. The 3 remaining damage drones don't do alot of damage but they should easily out-damage most passive shield tanks. you could, I suppose, lose a shield power relay & add another overdrive... which might make this drone layout feasible...
1x Berserker SW-900 Webbifier Drone 4x Valkyrie II
Personally I think armor tanking this ship is a huge mistake. tralala I also think that running this ship solo is a stretch. It would work much better with a tackler... then using 1 warp core stab, 3 power diags in low, & trading the warp disruptor for a 3rd shield extender. You may need 1 or more the power diags to be reactor cores to make it fit, depending on skills.
tralala -- 27m industrial trading research Character For Sale For isk |

Laneth
Caldari
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Posted - 2006.07.22 17:27:00 -
[123]
Hmmm seems nobody has tried running a LARGE shield booster, amp and shield hardeners, it works great for me, have stupid amounts of repair and good resistance with no cap issues. |

Deegan Malfroy
|
Posted - 2006.08.03 06:25:00 -
[124]
Edited by: Deegan Malfroy on 03/08/2006 06:25:30 I keep running into fitting constraints... either I'm required to gimp my armor a bit, or the cap drain a bit... but I'm not sure which one is worse to do. and I'm also not sure if you guys are really calculating out some of your setups, as some of them just don't seem feasible all the time. (some did, some didn't, is all I'm saying)
I want to start from the bottom up:
I saw some people put a t2 SMALL armor rep in as their armor rep... is this going to be good enough to tank at all? sure it saves on fittings, but is it realistic?
so let's put a t2 med rep (1125-173 = 952pg) the suggestion was to go with an 800mm plate as opposed to a double rep... seemed like a good idea to me... if it's a t2 800mm plate (952-200 = 752pg)
a couple of passive energized resists are easy fits, so we'll move up to the other high fitting req zone which is the high slots..
guess we won't be going with t2 nos' or neuts, cuz it's already obvious they won't all fit... if we went with 3 mid dim nos'.. (175*3=525) we'd have (752-525=227pg) 227pg left... then one mid unstable neut.. (227-200=27pg) ...
we're forced to leave a high slot open, cuz we can't afford to put something there now can we? 27pg is fine for the 4pg from the passive armor resists, and 1pg from each tracking disrupt/remote sensor damp/ or w/e.... BUT
I thought that an AB was supposed to be worked into this equation... no way is it going to fit along side the likes of 4-5 med nos/neuts... t2 mid armor rep and 800mm plate (unless 400mm is enough?)
we can't have everything we want.. (800mm.. t2 rep... t2 nos/neuts... mwd/t2ab... ) so the question is which ones can we afford to settle with something a bit less than top notch? 
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Fragzeline
KIA Corp
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Posted - 2006.08.11 10:51:00 -
[125]
[Personally I think armor tanking this ship is a huge mistake. tralala I also think that running this ship solo is a stretch. It would work much better with a tackler... then using 1 warp core stab, 3 power diags in low, & trading the warp disruptor for a 3rd shield extender. You may need 1 or more the power diags to be reactor cores to make it fit, depending on skills.
tralala
this is why a slave shouldnt get in one of the holy amarr ships...  .
Nah just kidding, this is indeed an armor tank
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Lord WarATron
Amarr Out Siders Ascendant Frontier
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Posted - 2006.08.11 11:11:00 -
[126]
The True secret in fitting the curse is to use small nos (which can hit 15-20km range) for uber 1600 plated super tank, or use 4 launchers and shield tank for the super dps curse.
And no - Im not giving away the good setups today :) --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |

Masochist
Shinra
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Posted - 2006.08.11 11:41:00 -
[127]
Ive been thinking outside the box and came to a very remarkable fitting. Please respond to what you think.
this fitting leaves 2 roles still in place>>drain hostiles cap to 0 and dish out some OK cruiser damage.
My fitting is as following:
Low: 3 RCU T2 (those you pick up for verylittle isk) 1 coproc T2
Mid: XL domination shieldbooster,electrochemical capbooster,4 T2 hardeners ( i use thermal,EM,2 invul)
High: 5 medium NOS(you need some named for CPU) and or medium unstable.
Marks that lead to recommendation:
This baby tanks like a mofo. There plenty off grid left to fit medium drainers.(wich are truely pimping the ride with bonus going all your way) And if you would test the resis you could replace the 2 invul for some EW.
P.s. i hope you enjoy Eve as I do :)
 |

Lord WarATron
Amarr Out Siders Ascendant Frontier
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Posted - 2006.08.11 12:48:00 -
[128]
Originally by: Masochist Ive been thinking outside the box and came to a very remarkable fitting. Please respond to what you think.
this fitting leaves 2 roles still in place>>drain hostiles cap to 0 and dish out some OK cruiser damage.
My fitting is as following:
Low: 3 RCU T2 (those you pick up for verylittle isk) 1 coproc T2
Mid: XL domination shieldbooster,electrochemical capbooster,4 T2 hardeners ( i use thermal,EM,2 invul)
High: 5 medium NOS(you need some named for CPU) and or medium unstable.
Marks that lead to recommendation:
This baby tanks like a mofo. There plenty off grid left to fit medium drainers.(wich are truely pimping the ride with bonus going all your way) And if you would test the resis you could replace the 2 invul for some EW.
P.s. i hope you enjoy Eve as I do :)
Since curses get called primary a lot.... I can just imagine the surprise when they see the shield stay a lot. --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |

Aberash
eXceed Inc. Ascendant Frontier
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Posted - 2006.08.11 13:12:00 -
[129]
Would this work for small gangs?
4xNamed/T2 Med NOS 1xNamed/T2 Med Neutralizer
1xNamed/T2 10mn MWD 1xNamed 20km Scrambler 2xNamed/T2 Tracking Disruptor 1xNamed/T2 Caldari Racial Jammer 1xNamed/T2 Minmatar Racial Jammer
1xMedium Armor Repairer T2 1xNamed Damage Control 1xEANM T2 1xEnergized Thermic Membrane T2
Drone Bay: 5xValkyrie IIs 5xAcolyte IIs
Sig dimensions must be no more than 400W x 120H, please resize - Cathath |

Commander Thrawn
Fluffy rabbit killer's inc
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Posted - 2006.08.11 13:29:00 -
[130]
Originally by: Aberash Would this work for small gangs?
4xNamed/T2 Med NOS 1xNamed/T2 Med Neutralizer
1xNamed/T2 10mn MWD 1xNamed 20km Scrambler 2xNamed/T2 Tracking Disruptor 1xNamed/T2 Caldari Racial Jammer 1xNamed/T2 Minmatar Racial Jammer
1xMedium Armor Repairer T2 1xNamed Damage Control 1xEANM T2 1xEnergized Thermic Membrane T2
Drone Bay: 5xValkyrie IIs 5xAcolyte IIs
sounds ok, but you should probably get a plate in there or you're gonna get alot of seasaw action with the rep. i would take out the neut and the damage control and replace it with an 800plate or 400 if the 800 doesn't fit
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valerydarcy
The Priory
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Posted - 2006.08.11 13:45:00 -
[131]
you shouldnt rely on plate though should you  ***
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Lord WarATron
Amarr Out Siders Ascendant Frontier
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Posted - 2006.08.11 14:37:00 -
[132]
Originally by: valerydarcy you shouldnt rely on plate though should you 
You drop a med nos for a small nos then fit a plate. --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |

Private Iron
Caldari Coreli Corporation
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Posted - 2006.08.16 12:30:00 -
[133]
Right, well I just got my Curse the other day and I have to say it is everything I hoped for and more. Heres my setup at the moment:
4x Med Dimin Nos
2x balmer tracking disruptors 1x caldari ecm 1x fleeting web 1x warp disruptor 1x 10mn ab II
1x 800mm plate 1x MAR (think I have a t2 one on mine) 1x ean II 1x best named damage control
5x Vespa IIs 5x Warrior IIs
An armageddon challenged me to a duel which I accepted, the tracking disruptors worked perfectly, his guns didn't land a single hit on me. His drones were the only problem but my Warriors killed them quite quickly. Sadly he warped out just as I got into his structure and he realised he couldn't win . Oh well. -----
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Relentless Killer
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Posted - 2006.08.17 19:05:00 -
[134]
Originally by: Private Iron Right, well I just got my Curse the other day and I have to say it is everything I hoped for and more. Heres my setup at the moment:
4x Med Dimin Nos
2x balmer tracking disruptors 1x caldari ecm 1x fleeting web 1x warp disruptor 1x 10mn ab II
1x 800mm plate 1x MAR (think I have a t2 one on mine) 1x ean II 1x best named damage control
5x Vespa IIs 5x Warrior IIs
An armageddon challenged me to a duel which I accepted, the tracking disruptors worked perfectly, his guns didn't land a single hit on me. His drones were the only problem but my Warriors killed them quite quickly. Sadly he warped out just as I got into his structure and he realised he couldn't win . Oh well.
Do you have awu 5, cause i got lvl 4 and it won't fit |

Private Iron
Caldari Coreli Corporation
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Posted - 2006.08.18 15:08:00 -
[135]
Originally by: Relentless Killer
Originally by: Private Iron Right, well I just got my Curse the other day and I have to say it is everything I hoped for and more. Heres my setup at the moment:
4x Med Dimin Nos
2x balmer tracking disruptors 1x caldari ecm 1x fleeting web 1x warp disruptor 1x 10mn ab II
1x 800mm plate 1x MAR (think I have a t2 one on mine) 1x ean II 1x best named damage control
5x Vespa IIs 5x Warrior IIs
An armageddon challenged me to a duel which I accepted, the tracking disruptors worked perfectly, his guns didn't land a single hit on me. His drones were the only problem but my Warriors killed them quite quickly. Sadly he warped out just as I got into his structure and he realised he couldn't win . Oh well.
Do you have awu 5, cause i got lvl 4 and it won't fit
Nope, awu doesn't affect this setup. Turns out I have a shadow serp rep on mine, however you could either drop the afterburner or go with a best named med rep and you should be fine fitting wise. -----
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qwertyytrewq
|
Posted - 2006.08.26 20:36:00 -
[136]
hows this
4 diminishing nos 1 focused medium pulse II
10mn burner 20km disruptor web caldari jammer multispec tracking disruptor
med rep II 2 energized adaptive nano II 400mm rolled tungsten
I'm pretty set on the medslots, but I can't decide on the plate and last 2 highslots. I was originally thinking of an 800 plate, 3 nos and 2 assault launchers (or 1 assault and 1 heavy) but that would do crap damage. Maybe when the assault missiles come out I will use those if they do decent damage. There's the issue of an extra 900 armor from the 800 compared to the 400 I think, but more damage/nossing if I fit a 400.
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Dr Fighter
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Posted - 2006.08.30 22:48:00 -
[137]
Im deciding between the last 3 mids, its gunna be either 1x cald jammer and 2x TDs or 3x hipnos mults.
The rest of the slots go like: 4x medium nos, 1x drone aug web scram ab med rep, 800mm 2x EANM II
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Emperor D'Hoffryn
Low Grade Ore
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Posted - 2006.09.01 19:54:00 -
[138]
his: 4x dimishing nos, e50 protos is poor (its like a 4x price diff) 1x small neut tech2 (17km range, 90 energy neuted)
med: 1x mwd 2x 20km scram named 2x balmer TDs 1x caldari ecm tech2
lows: 1x armor rep tech2 1x 400mm steel plate tech2 (rolled tungsten gives less mass increase, but less armor) 1x eanm2 1x therm hardner (room for tech2)
generalized setup there, if you know what you are facing, you switch around the TDs and ECM. once assault missles come out, n-type therm hardner if you need cpu, rolled tungsten plate for 5 more pg, named armor rep or faction armor rep for 23 pg, and after dropping the small neut you have 87 pg free. with awu lvl5, you need 90 pg for arbalest heavy missle launcher, hopefully reworked assault missle launcher will fit.
5x med tech2 drones 5x light tech2 drones
faced off against a ratting sacrilege last night, he didnt stand a chance. even a pvp sac of old, which typically had missle launchers and nos, wouldnt have done much better, as curse outranges the nos, and can tank the missle damage pretty easily. new pvp sac will likley have more lasers with the bonuses that changed, so it does same as this one did, maybe 2 salvos of the lasers which miss tanks to TDs, then it caps out.
Originally by: Tuxford Yes we don't play on our main accounts simply because you would lose all respect for us 
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kessah
Caldari Blood Corsairs
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Posted - 2006.09.01 20:20:00 -
[139]
have been using,
1\2x med neut 2\1x med nos 2x assault launchers
2x racial gallente and caldari (hate nos domi's) 2x multi spec 1x AB 1x Warp disruptor
1x 800 plate 1x med repper t2 2x energise hardeners
-------------------------------------------------------- Forever Pirate 2
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Jane Vladmir
Gallente Warmongers
|
Posted - 2006.09.01 20:30:00 -
[140]
Originally by: God forbid Scrambler 20k
Better known as a Warp Disruptor.
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Diib
|
Posted - 2006.09.08 07:55:00 -
[141]
i dont know but i like this alot more then most set ups in here just throwing it out there i guess
HIGH-SLOTS : ~~~~~~~~~~~~ - [ 175 | 20] Medium Diminishing Power System Drain I - [ 175 | 20] Medium Diminishing Power System Drain I - [ 175 | 20] Medium Diminishing Power System Drain I - [ 12 | 10] True Sansha Small Energy Neutralizer - [ 12 | 10] True Sansha Small Energy Neutralizer
MED-SLOTS : ~~~~~~~~~~~~ - [ 150 | 25] Medium Electrochemical Capacitor Booster I - [ 1 | 22] Fleeting Propulsion Inhibitor I - [ 1 | 40] True Sansha Warp Disruptor - [ 55 | 25] 10MN Afterburner II - [ 1 | 40] 'Hypnos' Multispectral ECM I - [ 1 | 40] 'Hypnos' Multispectral ECM I
LOW-SLOTS : ~~~~~~~~~~~~ - [ 2 | 30] Energized Adaptive Nano Membrane II - [ 2 | 30] Energized Adaptive Nano Membrane II - [ 200 | 23] 800mm Reinforced Rolled Tungsten Plates I - [ 150 | 21] True Sansha Medium Armor Repairer
works out to 76 cap/sec drained(6.333.. heavy dim nos) runs after out of cap so long as you have the boosters
small neuts have a range of 21km
but it doesnt fit without a faction/named armor rep
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Jita Scouter
|
Posted - 2006.09.19 02:32:00 -
[142]
Im interested with the Shield Tanking Idea.
Maybe Something like:
Highs- 5x Med Diminishing Nos
Mids- 1x Named Y-T8 MWD 1x Large C5-L shield booster 2x T2 EM Hardeners 1x T2 Thermal Hardener 1x Named Invuln Field
Lows- 3x Named RADAR Backup ECCMs 1x PDS
Does that look really dumb or pretty good... Im not sure being as I am about 3 Weeks from flying it myself.
Feedback?
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Instagib
Amarr Raptus Regaliter
|
Posted - 2006.09.19 05:39:00 -
[143]
5 pages and still not a single fun setup  
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Deathbarrage
|
Posted - 2006.09.19 08:21:00 -
[144]
4-5x med diminishing (not sure what fits atm)
MWD, 20km, large extender II, med booster, 2x tracking disruptor
3x nanofiber, 1x internal force field array
whatever drones you want
works nicely for me
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Asezel
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Posted - 2006.09.19 11:38:00 -
[145]
Fun and effective.
High: 5 medium nosferatu. Mids:10 mn mwd (T2/named/faction),electrochemiacl capinjector,3 T2 sensordampeners(do real well with advanced skill upped),1 faction warpdisruptor.
Low: preferably nanofibers,stabs,caprelay,armortanks anything that you see use for really.
Could switch some nos for heavy missile launchers Wich will help kill target somewhat faster. Or let someone else tackle and put another dampener .
BTW: Must be a good dominix pilot to dodge this baby.
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Kosi'shy
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Posted - 2006.09.23 22:21:00 -
[146]
High: 4 medium dim nosferatu.
Mids:1x 10 mn mwd 4x T2 sensordampeners 1x warpdisruptor.(or 2)
Low: t2 med armor rep + faction med repair( powergrid issues) 1x t2 eanm(or faction) + t2 powerdiagnostic system
I use 1181/1181 power in this build but cap is fine.
This build is good enough to engage to ravens. You can easly tank 1 with the dual rep and make the other harmless with the dampers.
Only having trouble with scorpions and other recons.
If your target runs out of cap it's not really a problem cause you can run the dampers without using nos.
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sbaker
Amarr ANZAC ALLIANCE Ascendant Frontier
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Posted - 2006.09.26 11:54:00 -
[147]
I been reading all the setups.... but what I found with the curse is that you have to be 30k range only....why? T2 nos is 32k....and use ecm and tracking distrupters they r over 30k range, so what I am thinking is this for an setup and I know i get flame for it..
High: 3 * nos t2, 2 * heavy missile (kin and exp) Mid: 10mn t2, 3* tracking disruptors t2 or t1, 2 * sensor dam (sniper ships) lows: 1*med repper t2, 1 energized adaptive nano t2, 1 energized therm t2 and 1 hull thingo that gives 53%.
drones bay 8 drones med therm/em mix
so far kill an curiser and BS but this in empire...
please flame
SB
Some people have Music or MP3....I collect EvE videos that I watch during downtime...oh well... My top 5 videos and worst top 5 videos coming soon!. |

DarkElf
Caldari Caldari Provisions
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Posted - 2006.09.26 15:45:00 -
[148]
Originally by: Devoras2 Anything bigger like its big brother the HAC, or a BC or a BS, the Curse has to rely on some luck, skill with drones, and the opponents setup
are you seriously suggesting here that a curse has any trouble what so ever killing a zealot. if so you are very much mistaken. a curse can easily kill 2 zealots at the same time, maybe even 3. please tell me i read that wrong.
DE
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Chedburn
Eve Defence Force Ascendant Frontier
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Posted - 2006.10.03 15:42:00 -
[149]
Yep, the Curse is more likely to be the HACs big brother, not the other way around. It can destroy most hacs when fitted with Gallente and Minmitar T2 jammers (in my opinion). I don't actualy have a curse yet but I have been doing tons of research on it. I'm 48 hours away from being able to fly it, what do you think of this setup?
[ 175 | 20] Medium Diminishing Power System Drain I [ 175 | 20] Medium Diminishing Power System Drain I [ 175 | 20] Medium Diminishing Power System Drain I [ 175 | 20] Medium Diminishing Power System Drain I [ 200 | 16] Medium Unstable Power Fluctuator I
[ 1 | 48] Tracking Disruptor II [ 1 | 48] Tracking Disruptor II [ 1 | 48] Tracking Disruptor II [ 1 | 48] ECM - Spatial Destabilizer II [ 1 | 48] ECM - Phase Inverter II [ 165 | 50] 10MN MicroWarpdrive II
[ 0 | 16] Reactor Control Unit II [ 0 | 16] Reactor Control Unit II [ 200 | 24] 800mm Reinforced Crystalline Carbonide Plates I [ 173 | 28] Medium Armor Repairer II
I'm really having trouble deciding whether to have an afterburner of microwarpdrive. I personaly love microwarpdrive because it will keep you in range (which a curse needs) and can throw you in to combat. To survive the curse needs to be at around 30km away from the target for nossing (in my opinion), but is also damn good at deactivating targets from up to 100km? using disrupters and jammers. However can Curse cope with 25% loss of max capacitor.
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Agent2 Holtze
Amarr Barracudas.
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Posted - 2006.10.03 15:47:00 -
[150]
Originally by: Chedburn "text" "However can Curse cope with 25% loss of max capacitor."
The worst part about fitting the MWD is the lesser range you can warp tbh =/.
and personnally i would dish 1 RCU and then downgrade one of the lowslot and add a hardner.
Posting and you!
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Chedburn
Eve Defence Force Ascendant Frontier
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Posted - 2006.10.03 16:08:00 -
[151]
Edited by: Chedburn on 03/10/2006 16:14:09 Edited by: Chedburn on 03/10/2006 16:13:50 The low slots can't really be downgraded much more can they? Certainly not enough for a 40CPU thermic hardener, you did mean thermic right? I don't want to ditch the 800mm because the curse really needs that extra armor in small fleets right? And T2 repper is so much better than the named and T1 repper. The only way to get rid of a RCT is by making the high slots crapper or dropping the AB or MWD. You need 2x RCT for the decent diminishings, AB and repper + 800mm.
Edit:
Ah you meant something like this? :
[ 1 | 48] Tracking Disruptor II [ 1 | 48] Tracking Disruptor II [ 1 | 48] Tracking Disruptor II [ 1 | 48] ECM - Spatial Destabilizer II [ 1 | 48] ECM - Phase Inverter II [ 165 | 50] 10MN MicroWarpdrive II
[ 0 | 16] Reactor Control Unit II [ 200 | 24] 800mm Reinforced Crystalline Carbonide Plates I [ 6 | 6] Small Armor Repairer II [ 2 | 30] Energized Adaptive Nano Membrane II
I can deal with short warps, i get them all the time anyway :P
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Anderson
Murder-Death-Kill Blood Raiders Alliance
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Posted - 2006.10.12 02:31:00 -
[152]
5x medium diminishing
mids 10mn T2 ab 20k scram 2x balmer TD 2x Hypnos multis (or race specific if after a target)
lows Med T2 armor repper Thermal hardener T2 T2 EANM Collateral Adaptive Nano (can be messed with, enough pg and cpu left for maybe a damage control or a plate...)
drones are as necessary
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Mistress Miner
|
Posted - 2006.10.30 01:02:00 -
[153]
HIGHS--
[ 175 | 20] Medium Diminishing Power System Drain I [ 175 | 20] Medium Diminishing Power System Drain I [ 175 | 20] Medium Diminishing Power System Drain I [ 96 | 33] Advanced 'Limos' Heavy Missile Bay I [ 96 | 33] Advanced 'Limos' Heavy Missile Bay I
MEDS--
[ 55 | 25] 10MN Afterburner II [ 1 | 32] Faint Warp Prohibitor I [ 1 | 36] FZ-3a Disruptive Spatial Destabilizer ECM [ 1 | 32] Balmer Series Targeting Inhibitor I [ 1 | 40] 'Hypnos' Multispectral ECM I [ 1 | 22] Fleeting Propulsion Inhibitor I
LOWS--
[ 173 | 28] Medium Armor Repairer II [ 173 | 28] Medium Armor Repairer II [ 1 | 44] Armor Thermic Hardener II [ 1 | 17] Internal Force Field Array I
Recommendations?
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Devoras2
Amarr Confederation of Red Moon Ascendant Frontier
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Posted - 2006.10.30 03:51:00 -
[154]
Highs:
4 med dimin. nos 1 small dimin. nos
Meds:
1 TD T2 2 ECM multi T2 1 AB T2 1 Webber 1 Warp Disruptor
Lows:
1 Med repper T2 1 800 mm Plate 1 EANM T2 1 ETM T2
Yes it fits.
Dev
It's great being Amarr, aint it?
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Aurora Tagan
Amarr Havoc Inc
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Posted - 2006.11.06 09:07:00 -
[155]
My setup (works for me) 
-High-
4x Medium NOS (Best named) 1x Assault Launcher (Defenders)(Best named)
-Mid-
1x AB II 2x Tracking Disruptors (Best named) 1x Multi Spec (Best named) 1x 20km Scrambler (Best named) 1x Medium Cap battery (800 just incase)(Best named)
-Low-
1x MAR II 1x SAR II 1x Energized Magnetic membraine II 1x Energized Thermic Membraine II
-Done bay-
5x Medium II 5x Small II
Piwate? OMG! |

Agent2 Holtze
Amarr
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Posted - 2006.11.06 09:56:00 -
[156]
Originally by: Aurora Tagan My setup (works for me) 
-High-
4x Medium NOS (Best named) 1x Assault Launcher (Defenders)(Best named)
-Mid-
1x AB II 2x Tracking Disruptors (Best named) 1x Multi Spec (Best named) 1x 20km Scrambler (Best named) 1x Medium Cap battery (800 just incase)(Best named)
-Low-
1x MAR II 1x SAR II 1x Energized Magnetic membraine II 1x Energized Thermic Membraine II
-Done bay-
5x Medium II 5x Small II
It's only needed with a cap booster if you are running neutralizers (4tw btw).
Posting and you!
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Aurora Tagan
Amarr Havoc Inc
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Posted - 2006.11.06 10:39:00 -
[157]
I guess i'm just a cap ***** ,
Perhaps swap the Cap Booster for a race specific multi spec?
Piwate? OMG! |

Sabine Borgia
Amarr Antares Frontier
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Posted - 2006.11.06 11:15:00 -
[158]
Originally by: Agent2 Holtze Edited by: Agent2 Holtze on 07/05/2006 20:31:47 Just updated my current fittings
Support fitted
High: 2x Medium Diminishing NOS 3x Medium Dark Blood Neutralizers
Mid: 1x medium cap injector med 800 or 400 3x Jammers TII 2x Tracking Disruptors TII
Low: 1x Small Armor Repair TII 1x 800mm Steel Plate TII 2x Reactor Control TII
Solo fitted:
High: 3x Medium Diminishing NOS 2x Medium Dark Blood Neutralizers
Mid: 1x 10mn TII 2x 'Fleeting' Warp scramblers *gotta fight the WCS* 3x Tracking Disruptors TII
Low: 1x Small Armor Repair TII 1x 800mm Steel Plate TII 1x Energized Adaptive Nano Membrane TII 1x Reactor Control TII

i use 2 nos 2 neutras and a cloak for solo pvp more fun when they cant see ya
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Nemain
Amarr Obsidian Asylum
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Posted - 2006.11.06 13:30:00 -
[159]
Edited by: Nemain on 06/11/2006 13:31:18 I'm currently playing around with this setup.
High 4xHeavy Launcher II
Mids 2xLarge Shield extender II, Large F-59 shield extender, Invul therm and em II active shield hardners.
Low Cpu II, 2x Balistic Control, Internal force field array
I end up with 8875 shields and 70/90/76/76 resists, on the down side I have a near BC sig (225m) but the BS level defences make up for that a bit plus I have a few wasted bonus'. With no speed or EW mods this ship is purely a damage and passive tank. It works well though in groups where others can tackle. Not everyones idea of an amarr ship, but I find it fit's a niche and can be a suprise many pilots. A tough, missile and drone spewing shield tank is a mjor contrast from the usuall flimsy, nos, drone and EW armour tank which is the standard fit.
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Robbie Boozecruise
Caldari Murder of Crows E N I G M A
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Posted - 2006.11.10 19:21:00 -
[160]
Edited by: Robbie Boozecruise on 10/11/2006 19:21:37 4x medium diminishing nos 1x medium unstable neut
20km scram web 4x tracking distruptor ll
med armor rep 2x hardeners DMG control
5x med drones 5x light drones
i tested this setup out alot and tbh it is crazy this is what it does to a sniping BS's guns
dead geddon
top left is without being distrupted then the pics are of +1 distruptor
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Kyra Osala
Northern Petrol Gemini Federation
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Posted - 2006.11.17 16:59:00 -
[161]
To be honest, most of the setups in this thread would work better on a Pilgrim.
Solo setup: Hi:
2-5x Medium Nosferatu 0-3x Heavy Launcher
Med: 1x 10mn MWD 1x Warp Disruptor 2-3x Tracking Disruptor 1-2x Large Shield Extender / Gravimetric Jammers (Caldari)
Low: 4x Nanofiber
Drones: 5x Medium 5x Light
I prefer 2 nos, as 3 or more suck so much cap that some of it goes to waste. You should use more if you're mainly fighting battleships though. In that case, you might want to use 2 heavy drones, 2 mediums and 1 light as well.
Use ECM in the mids if you are uncertain about facing missile ships. Although you should keep in mind that even T1 light missiles shouldn't hit you for max damage.
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Laythun
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.11.17 17:03:00 -
[162]
Originally by: Kyra Osala To be honest, most of the setups in this thread would work better on a Pilgrim.
Solo setup: Hi:
2-5x Medium Nosferatu 0-3x Heavy Launcher
Med: 1x 10mn MWD 1x Warp Disruptor 2-3x Tracking Disruptor 1-2x Large Shield Extender / Gravimetric Jammers (Caldari)
Low: 4x Nanofiber
Drones: 5x Medium 5x Light
I prefer 2 nos, as 3 or more suck so much cap that some of it goes to waste. You should use more if you're mainly fighting battleships though. In that case, you might want to use 2 heavy drones, 2 mediums and 1 light as well.
Use ECM in the mids if you are uncertain about facing missile ships. Although you should keep in mind that even T1 light missiles shouldn't hit you for max damage.
lol
Undercover Brothers It's great being Amarr, aint it?Ö |

Kyra Osala
Northern Petrol Gemini Federation
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Posted - 2006.11.17 17:27:00 -
[163]
Edited by: Kyra Osala on 17/11/2006 17:40:06
Originally by: Laythun lol
That wasn't a joke setup.
Curse isn't a Pilgrim, so you shouldn't use it like one. If you aren't going to shield tank or keep your range over 10km, just use a Pilgrim if you have any need for cloaking. And as stated before, mine is a solo setup, so I'ld always favour a cloak over a few extra nos.
EDIT: Even if I used, 'must' and 'should', they're all just personal opinions. Using your ships the way you want is one of the greatest things in EVE.
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Shiv Ertai
Gallente Direct Intent
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Posted - 2006.11.21 05:01:00 -
[164]
High 4x Diminishing Nos Mid 6x Tracking Disruptor II Low 1x RCU II 3x MAR II One ship to jam them all, one ship to damp them. One ship to suck them dry and in the dark void gank them. |

Zyrtan Keb'Lektar
The Scope
|
Posted - 2006.11.21 08:53:00 -
[165]
3x medium nos 2x small neuts
1x MWD T2 1x Scramble 2x Damp 2x multi ECM
2x MAR 2x EANM
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Lord WarATron
Amarr Vanguard Frontiers Ascendant Frontier
|
Posted - 2006.11.21 11:19:00 -
[166]
Edited by: Lord WarATron on 21/11/2006 11:20:52
Originally by: Kyra Osala Edited by: Kyra Osala on 17/11/2006 17:51:56 Edited by: Kyra Osala on 17/11/2006 17:40:06
Originally by: Laythun lol
That wasn't a joke setup.
Curse isn't a Pilgrim, so you shouldn't use it like one. If you aren't going to shield tank or keep your range over 10km, just use a Pilgrim if you have any need for cloaking. And as stated before, mine is a solo setup, so I'ld always favour a cloak over a few extra nos.
EDIT: Even if I used 'should', they're all just personal opinions. Using your ships the way you want is one of the greatest things in EVE.
QFT.
Although my Shield Tanked Launcher Curse is setup slightly diffferently from yours, having a stronger shield tank and 4 launchers, 1 med nos (with the curse bonus is pretty good), the sheer power of Drones+ Drone Bonus + Launchers (Read: Heavy ASSAULT Launchers) in Kali turn this ship into a uber Gank Master.
The sheer overpowered nature of HAM's in Kali, will make this ship become the new solopwnmobile, due to gankability and agility. Out DPS a Drake easaly, and out tank a Drake due to resists = lol --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |

Private Iron
Caldari Coreli Corporation Corelum Syndicate
|
Posted - 2006.11.21 15:54:00 -
[167]
Originally by: Lord WarATron Edited by: Lord WarATron on 21/11/2006 11:20:52
Originally by: Kyra Osala Edited by: Kyra Osala on 17/11/2006 17:51:56 Edited by: Kyra Osala on 17/11/2006 17:40:06
Originally by: Laythun lol
That wasn't a joke setup.
Curse isn't a Pilgrim, so you shouldn't use it like one. If you aren't going to shield tank or keep your range over 10km, just use a Pilgrim if you have any need for cloaking. And as stated before, mine is a solo setup, so I'ld always favour a cloak over a few extra nos.
EDIT: Even if I used 'should', they're all just personal opinions. Using your ships the way you want is one of the greatest things in EVE.
QFT.
Although my Shield Tanked Launcher Curse is setup slightly diffferently from yours, having a stronger shield tank and 4 launchers, 1 med nos (with the curse bonus is pretty good), the sheer power of Drones+ Drone Bonus + Launchers (Read: Heavy ASSAULT Launchers) in Kali turn this ship into a uber Gank Master.
The sheer overpowered nature of HAM's in Kali, will make this ship become the new solopwnmobile, due to gankability and agility. Out DPS a Drake easaly, and out tank a Drake due to resists = lol
Roll on kali  -----
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Ranger 1
Amarr Shiva Morsus Mihi
|
Posted - 2006.11.21 18:39:00 -
[168]
Agreed, although I think I will stick with the heavy missiles. HAM's will require going into web range, and that will be counter productive with the MWD unless you want to place more emphasis on the tank.
Well, hmmm, now that I think about it it might just have possibilites after all. But using the heavy launchers and keeping out of web range, while a bit slower, is much safer IF you have a tacker. If not, then using this setup with HAMS would be the way to go.
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Adrian Kerensky
Caldari STK Scientific Ascendant Frontier
|
Posted - 2006.11.21 19:29:00 -
[169]
Edited by: Adrian Kerensky on 21/11/2006 19:29:45 I use:
3x T2 Med NOS, 1x Med Diminishing, 1x T2 Small NOS
10MN AB T2, J5B warp disruptor, fleeting web, Tracking Disruptor, Caldari ECM, Multi ECM
2x Med Rep T2, Energized Thermic T2, EANM T2
Works a treat (Have solo'd BS, Command Ships, etc... with the above)
Latest Vid: Curses to all |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2006.11.21 20:21:00 -
[170]
Originally by: Ranger 1 Agreed, although I think I will stick with the heavy missiles. HAM's will require going into web range, and that will be counter productive with the MWD unless you want to place more emphasis on the tank.
Well, hmmm, now that I think about it it might just have possibilites after all. But using the heavy launchers and keeping out of web range, while a bit slower, is much safer IF you have a tacker. If not, then using this setup with HAMS would be the way to go.
Well, you do not necessarily need to get into web range since you can reach 13-14 km with t1 HAMs (15 km tecnically, but due to initial accelleration and target movement it should be 1-2 km less). But that would require maxxed missiles speed & flight time skills.
On the other hand, add a velocity or flight time rig and you get like 17-18k range which is plenty.
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Ranger 1
Amarr Shiva Morsus Mihi
|
Posted - 2006.11.21 20:28:00 -
[171]
Ahhh, thank you. That is one item I haven't played with much on the test server.
Might definately be the way to go then.
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Lord WarATron
Amarr Vanguard Frontiers Ascendant Frontier
|
Posted - 2006.11.21 21:56:00 -
[172]
Originally by: Ranger 1 Ahhh, thank you. That is one item I haven't played with much on the test server.
Might definately be the way to go then.
Javalin HAM's hit upto 70-80km or thereabouts. Thats the way forward :) --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |

MONOCERUS
Xenobytes Against ALL Authorities
|
Posted - 2006.12.29 01:18:00 -
[173]
high: 4x med nosf med: Corpum C-type 10mn MWD, 28km Warp Disruptor, 4x Balmer TDs low: 2x local hull nanos, 2x local hull inertia stabilizers
+ pack of snake implants
Parasite setup, enjoy 
Success accompanies impudent
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ReePeR McAllem
Amarr The Carebear Stare
|
Posted - 2006.12.29 01:39:00 -
[174]
Edited by: ReePeR McAllem on 29/12/2006 01:48:37 Ok i've seen a few set-ups you guys have put here (dont have time to go through all 6 pages of posts) am not sure if what im about to post have been mentioned already but! for pvp this is the TOTALL WTFPWNALL super curse set-up.
Its my fav ship :)
ok to cut it short.
High 4 E50 Nos 1 Neut
Med MWD t2 Domination Scramb (30km) Balmer Tracking Disruptor 3 X Sensor Dampeners
Low MAR t2 2 x EAN True sansha Tungsten Plate Best Nano fibre
Tactic. Orbit a ship at 27km at max MWD speed NOS the hell out of it, use dampeners - if target has no Sensor Booster hes screwed, if he does then the angular velocity combined with Balmer will screw turrets.
Sorry at work in mad hurry to post lol, but it does pwn for pvp
Edit: forgot to add why this pwns (in case you didnt realise) Your outside conventional scramb range. Your outside Heavy NOS range. Your very difficult to track... And you can STILL nos upto 30km 
Courage is rightly esteemed the first of Amarr qualities... because it is the quality which guarantees all others |

Famine Aligher'ri
Sebiestor tribe
|
Posted - 2006.12.29 06:50:00 -
[175]
Edited by: Famine Aligher''ri on 29/12/2006 06:51:21 Much better setup. You only really need 1 tracking disruptor. The Damps are a much better choice for your utility slots. So in the setup quoted, you should have crippled your opponent to track you as well even lock you. Drone to bay tactics will keep your DPS in check do to the locking times on the drones that will be in range for your target to lock.
So very good setup. Only thing to really comment bad on is this setup might really require the faction warp disruptor to live. However, that really depends on how well your damps are vs the target. :)
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Etherios
Amarr Evolution Band of Brothers
|
Posted - 2006.12.29 08:21:00 -
[176]
why on earth u use jamming? i mean they barely work without ship bonus.
Nos/AB + tracking dis / armor tank.. its simple i think
Now the shield tank + missile launchers might be a good idea.. but i am an Ammarian Turret lover so missiles no good for me... but i never say never
True sight isn't given to all that look for it.
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Famine Aligher'ri
Sebiestor tribe
|
Posted - 2006.12.29 09:00:00 -
[177]
Originally by: Etherios why on earth u use jamming? i mean they barely work without ship bonus.
Nos/AB + tracking dis / armor tank.. its simple i think
Now the shield tank + missile launchers might be a good idea.. but i am an Ammarian Turret lover so missiles no good for me... but i never say never
You only need one tracking disruptor with good skills to be effective. Anything else is just overkill tbh. It's a shame a BoB member doesn't understand the difference between 'Jamming' and 'Dampening'......... 
If we fit our modules purley on ship bonus, then why do you armor tank the curse? 
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Etherios
Amarr Evolution Band of Brothers
|
Posted - 2006.12.29 09:03:00 -
[178]
Edited by: Etherios on 29/12/2006 09:06:22
Originally by: Famine Aligher'ri
Originally by: Etherios why on earth u use jamming? i mean they barely work without ship bonus.
Nos/AB + tracking dis / armor tank.. its simple i think
Now the shield tank + missile launchers might be a good idea.. but i am an Ammarian Turret lover so missiles no good for me... but i never say never
You only need one tracking disruptor with good skills to be effective. Anything else is just overkill tbh. It's a shame a BoB member doesn't understand the difference between 'Jamming' and 'Dampening'......... 
If we fit our modules purley on ship bonus, then why do you armor tank the curse? 
You got me wrong... i am not talking about dampening... (i just like tracking dis better) i am talking about wasting slots for multi spec jamming modules...
P.S. thats why i didnt quote u or the guy with the damp set up... its a 6 page thread with 80%+ jamming set ups...
True sight isn't given to all that look for it.
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Andrachim Tar'nar
The first genesis Myriad Alliance
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Posted - 2006.12.29 10:36:00 -
[179]
Edited by: Andrachim Tar''nar on 29/12/2006 10:38:25
Originally by: ReePeR McAllem Edited by: ReePeR McAllem on 29/12/2006 01:48:37 High 4 E50 Nos 1 Neut
Med MWD t2 Domination Scramb (30km) Balmer Tracking Disruptor 3 X Sensor Dampeners
Low MAR t2 2 x EAN True sansha Tungsten Plate Best Nano fibre
You sure that can fit ? I tried something similar with 3nos/1neut cause I ran into serious PG issues with 4nos/1neut. And where do you get the 5 Low slots from ? oO
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Kinsy
Celestial Apocalypse Insurgency
|
Posted - 2006.12.29 14:45:00 -
[180]
Originally by: Etherios Edited by: Etherios on 29/12/2006 09:06:22
Originally by: Famine Aligher'ri
Originally by: Etherios why on earth u use jamming? i mean they barely work without ship bonus.
Nos/AB + tracking dis / armor tank.. its simple i think
Now the shield tank + missile launchers might be a good idea.. but i am an Ammarian Turret lover so missiles no good for me... but i never say never
You only need one tracking disruptor with good skills to be effective. Anything else is just overkill tbh. It's a shame a BoB member doesn't understand the difference between 'Jamming' and 'Dampening'......... 
If we fit our modules purley on ship bonus, then why do you armor tank the curse? 
You got me wrong... i am not talking about dampening... (i just like tracking dis better) i am talking about wasting slots for multi spec jamming modules...
P.S. thats why i didnt quote u or the guy with the damp set up... its a 6 page thread with 80%+ jamming set ups...
Thats cause theyre mostly pre-Kali setups nubbins...
|
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Deathbarrage
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Posted - 2007.01.03 15:52:00 -
[181]
I'm currently flying:
4x med nos 1x med neut
MWD, 20km, 2x sensor dampener, LSE II, med booster II
3x nano, 1x istab
I said **** it to the Tracking disruptors cuz I find that nowadays most things I'm fighting are either myrmidons domi's or nighthawks
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Lyria Skydancer
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.01.03 18:10:00 -
[182]
I cant fly curse yet but why arent people using damps?
like
4 nos, 1 neut MWD,scram,4xbest damps you can fit whatever tank that goes into lows
Wont 4 damps just totally cripple any ship? Why bother with tracking disruptors, ecm or whatever ?
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Deathbarrage
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Posted - 2007.01.03 19:34:00 -
[183]
Originally by: Lyria Skydancer I cant fly curse yet but why arent people using damps?
like
4 nos, 1 neut MWD,scram,4xbest damps you can fit whatever tank that goes into lows
Wont 4 damps just totally cripple any ship? Why bother with tracking disruptors, ecm or whatever ?
i use 2 damps however I prefer lows for nano's gives you high transversal your setup is good for 1v1's but when you're fighting multiple ships you're screwed also your setup doesn't fit by far pg-wise
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Lyria Skydancer
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.01.03 20:16:00 -
[184]
Originally by: Deathbarrage
Originally by: Lyria Skydancer I cant fly curse yet but why arent people using damps?
like
4 nos, 1 neut MWD,scram,4xbest damps you can fit whatever tank that goes into lows
Wont 4 damps just totally cripple any ship? Why bother with tracking disruptors, ecm or whatever ?
i use 2 damps however I prefer lows for nano's gives you high transversal your setup is good for 1v1's but when you're fighting multiple ships you're screwed also your setup doesn't fit by far pg-wise
Maybe im blind or stupid but how does your fit pg-wise when mine doesnt fit?
Yours 4x med nos 1x med neut MWD, 20km, 2x sensor dampener, LSE II, med booster II 3x nano, 1x istab
Mine 4xmed nos 1x med neut MWD, 20km, 4xdamp whatever goes into lows
You might be right about cpu MAYBE, but i think your setup soaks up more pg then mine because of the booster tbh.
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Niyana
Exilis inc. THE V I G I L
|
Posted - 2007.01.25 20:32:00 -
[185]
Edited by: Niyana on 25/01/2007 20:30:29 To begin with I've never flown a Curse, just toyed around in Quickfit earlier today but how about this one? ;)
High: 4x Medium Dim. 1x Medium unstable power fluctator
Med: 10MN MWD II Domination warp disruptor (30km range) 4x Remote Sensor damps
Low: SAR II (if you accidently take a hit or two) 4x Local hull conversion Nanos
Drone bay: 5x Hammerhead II (or whatever t2 medium suits you) 5x Hobgoblin II (same here)
49PG and 192 CPU left, guess you could change one of the Nos for a probe launcher if you'd like.
Imagine Mwd:ing around someone at approximately 25km range, Nossing the crap outta him, scrambling him and making him unable to target you due to the damps :) I guess it would take a few years to down a BS but if you stay out of his Nos range you should be fine.
Any comments on this setup? Is there a way to beat this one? :o
Edit: Forget about the Probe launcher... And perhaps a FoF ship could take it out :/
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Bardi MecAuldnis
Amarr Pirates of Destruction Union
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Posted - 2007.01.25 21:50:00 -
[186]
Originally by: Niyana Edited by: Niyana on 25/01/2007 20:30:29 To begin with I've never flown a Curse, just toyed around in Quickfit earlier today but how about this one? ;)
High: 4x Medium Dim. 1x Medium unstable power fluctator
Med: 10MN MWD II Domination warp disruptor (30km range) 4x Remote Sensor damps
Low: SAR II (if you accidently take a hit or two) 4x Local hull conversion Nanos
Drone bay: 5x Hammerhead II (or whatever t2 medium suits you) 5x Hobgoblin II (same here)
49PG and 192 CPU left, guess you could change one of the Nos for a probe launcher if you'd like.
Imagine Mwd:ing around someone at approximately 25km range, Nossing the crap outta him, scrambling him and making him unable to target you due to the damps :) I guess it would take a few years to down a BS but if you stay out of his Nos range you should be fine.
Any comments on this setup? Is there a way to beat this one? :o
Edit: Forget about the Probe launcher... And perhaps a FoF ship could take it out :/
It only has 4 lows --- Hey hey let's go kenka suru! Taisetsuna mono protect my balls! Boku ga warui so lets fighting! LET'S FIGHTING LOVE!!! |

Niyana
Exilis inc. THE V I G I L
|
Posted - 2007.01.26 06:43:00 -
[187]
Originally by: Bardi MecAuldnis
Originally by: Niyana Edited by: Niyana on 25/01/2007 20:30:29 To begin with I've never flown a Curse, just toyed around in Quickfit earlier today but how about this one? ;)
High: 4x Medium Dim. 1x Medium unstable power fluctator
Med: 10MN MWD II Domination warp disruptor (30km range) 4x Remote Sensor damps
Low: SAR II (if you accidently take a hit or two) 4x Local hull conversion Nanos
Drone bay: 5x Hammerhead II (or whatever t2 medium suits you) 5x Hobgoblin II (same here)
49PG and 192 CPU left, guess you could change one of the Nos for a probe launcher if you'd like.
Imagine Mwd:ing around someone at approximately 25km range, Nossing the crap outta him, scrambling him and making him unable to target you due to the damps :) I guess it would take a few years to down a BS but if you stay out of his Nos range you should be fine.
Any comments on this setup? Is there a way to beat this one? :o
Edit: Forget about the Probe launcher... And perhaps a FoF ship could take it out :/
It only has 4 lows
Sorry, my bad, -1 Nano then ;>
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J Valkor
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Posted - 2007.01.26 06:52:00 -
[188]
I'm curious. So many curse pilots.
What happens if you drain the ship you are fighting of cap but it is passively tanked? How long until all of your systems fail? (i.e all of your ECM.)
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Vicious Phoenix
|
Posted - 2007.01.26 07:40:00 -
[189]
Originally by: J Valkor I'm curious. So many curse pilots.
What happens if you drain the ship you are fighting of cap but it is passively tanked? How long until all of your systems fail? (i.e all of your ECM.)
Don't engage any form of Caldari BC and you'll be fine.
CFW (Certified Forum Warrior) I kill people ingame too. |

Antarus Lars
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Posted - 2007.01.26 10:37:00 -
[190]
The best setup ive found so far uses 2 rigs, but its worth it imho.
Highs - X5 Med Nos (best u can get)
Mids - T2 10mw MWD, 28km scrambler Webby (for webbing enemy drones so u can fight droneships also) X3 T2 sensor dampeners *note, u need the spec skil at at least 4 for this to work well*
Lows - MAR II, X2 EAM II's, X1 either Damage control or thermal hardener
You get pretty sick resists, but u need good navigation skils to get a 1/2 decent speed.
Rigs
10% powergrid rig (T2 isnt needed)
T2 Armour rep amount rig *note, with a faction repper its a fantastic tank*
I prefer to orbit at 26km with mwd running, x3 dampensers means no lock unless alot of sensor boosters, n when there caps dry u dont have to worry about the boosters n u can deactivate mwd n drop down to just scramble + 2 damps.
Drones are X5 T2 Med, X5 T2 Smalls of choice.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.01.26 11:01:00 -
[191]
Originally by: J Valkor I'm curious. So many curse pilots.
What happens if you drain the ship you are fighting of cap but it is passively tanked? How long until all of your systems fail? (i.e all of your ECM.)
With a dampener setup, never. Either you can break his tank or you leave.
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royal killer
Amarr The Funkalistic SMASH Alliance
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Posted - 2007.01.26 11:23:00 -
[192]
Well This is one of my setups, still working on improvements
High: 3x Medium Nosferatus (as best named as possible) 2x Small diminishing nosses
Med: 1x 10MN Afterburner II 1x Scammer 1x Webber 2x Tracking Disruptor II's 1x Sensor Damp (named)
Low: 1x Medium Armor Repairer II 1x 1600mm plate 1x Energized Adaptive Nano Membrane II 1x Energized thermic passive thingi II
just took on a vexor and a thorax a bit ago....worked smooth , but thorax got away tho.. --------------------
Why respect the law when the law doesn¦t respect me?
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Stribog
Caldari Gekidoku Koroshiya Buntai
|
Posted - 2007.01.26 22:30:00 -
[193]
The sekrit win setup (prepare to kill your wallet btw):
3x Medium Diminishing Nos 1x Unstable Neut 1x Recon Scan Probe Launcher (yeah baby)
1x MWD II 1x Warp Disruptor II (yes, t2) 3x Phased Moun Sensor Damps 1x Large Shield Extender II
1x CPU II 2x Local Hull Inertial Stabs 1x Local Hull Nanofiber
EM and Thermal shield resist rigs.
520/522.5 CPU 1029/1125 Grid
------------------------
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.26 23:46:00 -
[194]
Originally by: royal killer Med: 1x 10MN Afterburner II 1x Scammer 1x Webber 2x Tracking Disruptor II's 1x Sensor Damp (named)
- 1 single SD won't do much.
- why on earth do people keep using webs on curses? It's whole purpose is keeping distance, it does not have a range bonus for nothing. And it's weapon system actually works better if the target is not webbed.
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RaSSs
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Posted - 2007.02.10 11:31:00 -
[195]
Edited by: RaSSs on 10/02/2007 11:28:47 3 true sansha medium nos ( 39km range lvl4 rcon.) 2 tech 2 heavy launchers ( always there if ya drones die . in gang ya can always have more Nos)
large shield booster ( tech 2 if u can fit ) large shield extender tech2 tracking distruptor tech2 24 km scram true sansha 10 mwd invun field tech2
3 tech2 nanos 1 I stab named
speed rig and em shield rig
mixture of tech2 meds and small drones
ive tried a cheaper setup with just named and tech2 and there isnt that much difference .. they both rokh 
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Kam'Sing Tung
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Posted - 2007.02.13 13:21:00 -
[196]
Originally by: RaSSs Edited by: RaSSs on 10/02/2007 11:28:47 3 true sansha medium nos ( 39km range lvl4 rcon.) 2 tech 2 heavy launchers ( always there if ya drones die . in gang ya can always have more Nos)
large shield booster ( tech 2 if u can fit ) large shield extender tech2 tracking distruptor tech2 24 km scram true sansha 10 mwd invun field tech2
3 tech2 nanos 1 I stab named
speed rig and em shield rig
mixture of tech2 meds and small drones
ive tried a cheaper setup with just named and tech2 and there isnt that much difference .. they both rokh 
WTB the TS MWD you claim you have fitted onto your ship :D
Seriously though, curse is screaming for nanos and speed
4 x Named nos 1 x best named medium neutraliser
1 x 10mn MWD II 1 x disruptor (28-30km if you can afford) 2 x best named tracking disruptors (better than t2) 2 x best named sensor dampeners (better than t2 again afaik?)
2 x local hull nanofibers 2 x local hull inertia stabilisers
Good for gang combat, the good thing about nano is that you can always warp off :D.
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Mactreadhorn
|
Posted - 2007.03.07 04:21:00 -
[197]
current setup
High: 3 Med Diminishing Nos 1 Med Knave Nos
Mid Y-8T MWD TS 28k Disruptor 2 Moun Damps 2 Target disruptors T2
Low TS EAM TS ETM Mar T2 800 RSP T2
2 power grid rigs
Drones 5 Med T2 5 Light T2
was thinking of droping the knave nos for cloaking for when out roaming let me know what ya think.
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2007.03.08 00:18:00 -
[198]
Edited by: Lord WarATron on 08/03/2007 00:14:57 4 Heavy Missile Launcher II, 1 Med Nos 2 LSE II, 2 Invurn II, MWD, Warp Disrupter II 2 Local Hull I-Stab, 2 Nanofiber II's Rigs: 2 Propellent --
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Aaron Mirrorsaver
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Posted - 2007.03.08 18:58:00 -
[199]
reading all you guys knowledge, just a query, you say the curse can take on a battleship. but what if the battleship is fit the same way as the curse, with the EW mods, and NOS etc... doesn't BS now win?
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kill0rbunny
Chimera Intelligence Agency
|
Posted - 2007.03.08 19:25:00 -
[200]
Edited by: kill0rbunny on 08/03/2007 19:22:36
Originally by: Aaron Mirrorsaver reading all you guys knowledge, just a query, you say the curse can take on a battleship. but what if the battleship is fit the same way as the curse, with the EW mods, and NOS etc... doesn't BS now win?
No because you don't fly in nos range. That's why you need a nice domination faction scrambler to be really pimpin hard.
Killboard
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.03.09 12:21:00 -
[201]
Edited by: Lord WarATron on 09/03/2007 12:17:54
Originally by: Aaron Mirrorsaver reading all you guys knowledge, just a query, you say the curse can take on a battleship. but what if the battleship is fit the same way as the curse, with the EW mods, and NOS etc... doesn't BS now win?
No because you don't fly in nos range. That's why you need a nice domination faction scrambler to be really pimpin hard.
Also to add that a cruse will be nosing the Battleship at any range upto 57km (with corpum med nos + Curse Bonus = 57km nosing with the power of 8 or so heavy nos), but more realistically, at affordable 28km scram range, the battleship will have a hard time trying to run. Also, the curse, if it has a nano setup on it as well, will never be hit at all. --
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smallgreenblur
Minmatar Wreckless Abandon
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Posted - 2007.03.09 12:35:00 -
[202]
The only downside is of course that the bs is free to move around, not webbed. This means that the curse is much more effective solo in belts than at stations and gates.
sgb
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.09 13:38:00 -
[203]
Jepp, thats the main problem with it, cannot prevent a BS just to deagress and jump/dock. Works fine if you team up with a huggin, though.
Also, while a BS might be able to put similar EW on it it sure as hell won't be able to get a similar locking time. If the curse can dampen it before this and stays away sufficiently it won't get any lock at all.
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Kam SingDu'k
Singularity. The Cartel.
|
Posted - 2007.03.15 11:31:00 -
[204]
1v1 pwn setup
Medium Diminishing Nos Medium Diminishing Nos Medium Diminishing Nos Medium Diminishing Nos Medium Unstable Neut
10mn MWD II or better True Sansha Warp Disruptor or better Large Shield Extender II Phased Muonn Sensor Dampener Phased Muonn Sensor Dampener Phased Muonn Sensor Dampener
Nanofiber II Nanofiber II Local Hull Inertia Local Hull Inertia
Vent Rig Vent Rig
Enough tank to take the initial beating before you activate your sensor dampeners, 3.2km/s without speed implants. Sensor dampeners pwn solo. Can also Bump the farker off gates etc. Just watch out for the double web ><. Outruns drones etc. Optimal at 25km orbit. just watch out u are away from stations etc.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.15 11:38:00 -
[205]
WTB 70 more grid for the curse to be able to fit that.
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Sarah Trouble
Decadence. Dusk and Dawn
|
Posted - 2007.03.20 11:47:00 -
[206]
... do you guys still fit the curse "speedy" after the patch today and the nerf of nanos ?
___________________________________
Es mag Frauen geben die intelligent sind, aber davon wird die Knche auch nicht sauber
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Master OlavPancrazio
Einherjar Rising
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Posted - 2007.03.20 12:11:00 -
[207]
Yep:
2x nos, 1x neut, 2x misc items (2x small nos, 2x small neuts, salvagers etc) mwd, medium cap injecter, faction warp disrupter, 3x damps mar II, 2x local hull overdrives, 1x inertia stab 2x weight reduction rigs
Goes 3k m/s
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Amith Silvermoon
The Littlest Hobos
|
Posted - 2007.03.20 12:20:00 -
[208]
Originally by: Master OlavPancrazio Yep:
2x nos, 1x neut, 2x misc items (2x small nos, 2x small neuts, salvagers etc) mwd, medium cap injecter, faction warp disrupter, 3x damps mar II, 2x local hull overdrives, 1x inertia stab 2x weight reduction rigs
Goes 3k m/s
Can it still enter warp fast enough so ceptor cant lock u down or jump into dictor bubble camp and get out? ----------
A Hobo Movie - A Road to Somewhere |

Eternal Light
Caldari Global Solutions
|
Posted - 2007.03.21 19:21:00 -
[209]
setup after patch :
5X Medium dimishing nosferatu 1X mwd T2, 1X large extender T2, 3X best named damps, 1X scramble T2 2X local overdrive injection, 1X local intertial, 1X best named nanofiber
1X rig agility, 1X mass
How is this fit for u?
 |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.22 01:00:00 -
[210]
Edited by: Aramendel on 22/03/2007 01:03:42 If you use all 4 lows for speedfittings use 2 LH/t2/domi ODs, 2 LH instabs and 2 mass reduction rigs, it gives you higher agility and higher MWD speed.
Also, you cannot fit that setup with 5 nos, MWD and shield extender, not enough grid.
Originally by: Amith Silvermoon Can it still enter warp fast enough so ceptor cant lock u down or jump into dictor bubble camp and get out?
You have roughly about 80% of the prepatch agility, so it's still relatively fast in warp. Gatting back to the gate in a bubblecamp is no problem at all. Haven't had any experiences with ceptors or flying out of a bubble so far.
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korrey
Taurus Inc
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Posted - 2007.03.22 02:00:00 -
[211]
If you want to kill your cargo for speed, go with 3 Overdrives. 4th slot can be whatever you fancy, but with rigs, implants and overdrives you can hit a near 6km/s 
Not very viable though, agility is not affected by the overdrives so orbiting may be slowed down, pretty much crushing the purpose. Either way, fun to fly at that speed. ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

Sey'ada
Decadence. Dusk and Dawn
|
Posted - 2007.03.22 12:36:00 -
[212]
Ain't it better to fit a shield booster instead of an extender? Anyone tried?
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.22 13:26:00 -
[213]
Had it for a bit, but didn't like it.
In the end it's fairly simple. A t2 large booster gives you 240 shield ever 4 sec. A t2 extender gives you with lvl 4 shield management 3125 shield. Meaning you have to run the booster 14 times (or 56 seconds) spending around 2k cap to regen the same amount of shield a LSE2 gives you.
Not really worth it IMO. By the time it has an effect the battle is usually over. Thats ignoring the sig incease from the extender, though, but I doubt it has a significant effect, especially if you use a MWD.
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Porter Hadlend
Gallente Righteous-Indignation Ghosts Syndicate
|
Posted - 2007.05.15 02:24:00 -
[214]
Was having a look at this and thought up this setup:
5x Diminishing Nos --------- 1x Domination MWD 1x LSE II 1x Invulnerability field II 1x Dark Blood Warp Disruptor 2x Balmer Series Targeting Inhibitor --------- 2x Local Hull Nanofiber 2x Nanofiber Internal Structure II
Rigs: PG Rig Weight reduction rig
Goes about 3km/s disrupts targeting, nosses a ton and has like 4-5k shields.
Be Chaotic Neutral |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.05.15 02:54:00 -
[215]
Edited by: Aramendel on 15/05/2007 02:52:27 4 nos 1 neut might be better for faster capdeath of your target. Although 5 nosses make it easier to avoid running out of cap, but if you handle it carefully (aka only run the MWD when you have to) it should not happen.
But...are the 4 nanosfibers a writing error or for real? You do not avoid stacking penalities by using t1 and t2 modules. Doesn't matter if the effect comes from a t1 modules, t2 module or rig, you'll get with your setup the 2nd-5th stacking penality.
You get from all lowslots together only around 24% better agility and faster speed due to that. Use 2 t2 overdrives and 2 LH istabs instead, that will give you 51% better agility and 40% higher speed.
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Porter Hadlend
Gallente Righteous-Indignation Ghosts Syndicate
|
Posted - 2007.05.15 03:35:00 -
[216]
writing error ;)
Be Chaotic Neutral |

Porter Hadlend
Gallente Righteous-Indignation Ghosts Syndicate
|
Posted - 2007.05.15 03:39:00 -
[217]
One thing I do notice is that a lot of people fit Damps not TDs on this thing.
Alternatively some people fit a 2/2 combo.
3 damps and keeping people at greater than say 15km is very doable, although 2/2 seems attractive as well. Interestingly enough it leaves you with no real cap, although I suppose it's moot when you don't get hit.
Be Chaotic Neutral |

Aaron Mirrorsaver
The Coalition Of Buccaneers
|
Posted - 2007.07.08 08:01:00 -
[218]
If you armor tanked your curse, what would you choose between a low setup with 72 average resists with 2 MAR II vs 78 average resists with 1 mar II -- greater love hath no man than this; that a man lay down is life for his friends. |

Aramendel
Amarr Coreli Corporation Corelum Syndicate
|
Posted - 2007.07.08 09:39:00 -
[219]
Edited by: Aramendel on 08/07/2007 09:38:50 In theory the dual MAR one. The curse has not enough base HP to make higher resistance outweight higher regeneration.
In practise the cheaper one since you will die pretty quickly with either setup vs multiple people and for 1v1 you won't need a rep if you know what you are doing. So you might just as well save money.
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Aaron Mirrorsaver
The Coalition Of Buccaneers
|
Posted - 2007.07.08 19:14:00 -
[220]
Edited by: Aaron Mirrorsaver on 08/07/2007 19:16:23 doing some calculations on it, they are very close when I calculated the avg resist 72 with the 2 reppers vs 300 and 400 dps
and the 78 resist avg with one repper vs the same amounts. only concern while I was testing the 2 reppers, is that the cap would last about a minute using 3 medium NOS against an opponent with enough cap.
when I can Ill try the nano curse again, last time I used them I was using it was recon level 3 and no skills in electronics or nav for that matter, I had just basically got into recons. :) So I can't judge the nano curse when I used them with poor skills, so i'll give it a whirl. -- greater love hath no man than this; that a man lay down is life for his friends. |
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
|
Posted - 2007.07.08 19:27:00 -
[221]
Faction disruptor,triple damps,speed tank and 5x nos....orbit at 25-30km and laugh as they cant do anything but watch their ship die  __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

Thilonys
|
Posted - 2007.07.26 03:55:00 -
[222]
what about 4x nos 1 nuet and 3x damps 24k scram and speed tank and what rigs would u use the rigs for improved sensor damp or speed rigs?
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MOCC3
Labteck Corporation LTD. Libertas Fidelitas
|
Posted - 2007.07.26 04:15:00 -
[223]
My Curse.. (ill get flamed) 3 Med NOS 2 T2 Hvy Lauchers (EM/Kin Hvy dmg) 3x Damp MWDII 24 scram web 2xt2 Istab 2xt2 Nano rigs 1 weight reduction/poly carb
I got good missiles skills/great damp skills (next ship Gal recon)
Don't kill cap as fast but i lay down more dmg spread. recon 5 keep my mwd on perma run...
Drone bay 5 Hammerheads T2/5 light ecm drones(WHEN THINGS GO WRONG) Arrrrrrrrrrrrrrrrrrr 0.0 Bring frends and alot of money (I love E-bay buyers) --NOT-- |

Linavin
Mercurialis Inc. Interstellar Alcohol Conglomerate
|
Posted - 2007.07.26 04:26:00 -
[224]
Originally by: MOCC3 My Curse.. (ill get flamed)
Thats a fine setup (though your missing a mid slot). Extra damage from the launchers can really help when your solo or in a small gang. ---
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MOCC3
Labteck Corporation LTD. Libertas Fidelitas
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Posted - 2007.07.26 04:43:00 -
[225]
Originally by: Linavin
Originally by: MOCC3 My Curse.. (ill get flamed)
Thats a fine setup (though your missing a mid slot). Extra damage from the launchers can really help when your solo or in a small gang.
Umm 3XDamp/MWDII/24Scram/Web thats 6 Arrrrrrrrrrrrrrrrrrr 0.0 Bring frends and alot of money (I love E-bay buyers) --NOT-- |

Linavin
Mercurialis Inc. Interstellar Alcohol Conglomerate
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Posted - 2007.07.26 04:55:00 -
[226]
I seem to have melded the scram web into a single module  ---
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Kruel
Blunt Force Syndicate
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Posted - 2007.07.26 19:59:00 -
[227]
My usual setup:
2x med nos II, 2x SML II, medium unstable mwd II, ts disrupt, 3x RSD II, LCB II 2x overdrive II, 2x local hull inertia 2x polycarb rigs 7x valk IIs
Get a snake set and enjoy.
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Na'hkin Oaks
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Posted - 2007.11.09 16:20:00 -
[228]
Curse (and pilgrim) seem abit neglected since its various nerfs.
was thinking of an armour tanking setup for gangs possibly.
Hi: 3x 50w neuts 1x e50 nos 1x 5w neut
Med: 10mn ab named warp disruptor II med elec cap booster [800's] x5 web 2x balmer tracking disruptors
Lows: med repper II ETM II EMM II Dcu II
resistances: em:66 Thermal 69.6 Kin: 78.1 Exp: 74.5
Any ideas ?
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Yoko Lee
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Posted - 2007.11.18 21:45:00 -
[229]
My curse solo pvp :
3x Med. unstable neutra
1x SS 10mn mwd, 2x LSE II, 1x Large Cap battery II, 1x cap recharger II, 1x SS scramble
2x overdrive II, 1x istab, 1x PDS II
2x rigs polycarbon
5x Med drone II 5x Light drone II
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Amanda Shadowsword
Caldari Chaos Incarnate.
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Posted - 2007.11.18 22:09:00 -
[230]
Have people missed out the part where nos got nerfed? More than half the setups in here have 2-3 Nos and 1/2 neuts when it should be the other way around.  ================================= [orange]Your signature exceeds the maximum allowed filesize of 24000 bytes -Wachtmeister |
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Kadoes Khan
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Posted - 2007.11.18 23:14:00 -
[231]
Originally by: Amanda Shadowsword Have people missed out the part where nos got nerfed? More than half the setups in here have 2-3 Nos and 1/2 neuts when it should be the other way around. 
psst, look at the dates on those posts -=^=- "Someday the world will recognize the genius in my insanity." |

HarryManback
Minmatar Gr0und Zer0
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Posted - 2007.11.19 02:00:00 -
[232]
curse still works imo Amarr Recon/Electronics Attack Ship/almost Black Ops pilot for auction |

Phantom Harlock
Gallente The Scope
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Posted - 2007.12.02 09:33:00 -
[233]
Does nos still work with the curse or has the nerf donkey punched it? If running neuts then, are you pulsing the mwd to balance the cap between injections?
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Cailais
Amarr VITOC
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Posted - 2007.12.02 11:04:00 -
[234]
Originally by: Phantom Harlock Does nos still work with the curse or has the nerf donkey punched it? If running neuts then, are you pulsing the mwd to balance the cap between injections?
It works - but its much more challenging to use. Essentialy you need to nearly cap yourself out to keep the nos running. Once both ships are capped out its a hp v dps race. A high cap regen on the curse can help as hopefully you'll replen cap just a bit faster than your opponent.
Neuts are also very tricky, and you're probably best of pulsing these rather than the mwd. Although nerfed hard flying the curse is quite a bit of fun as your having to work v hard to balance everything. Even a small mistake will mean you're toast however...
C.
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
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Adonai RisenStar
Deathwatch Inc.
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Posted - 2007.12.02 11:07:00 -
[235]
Originally by: Cailais
Originally by: Phantom Harlock Does nos still work with the curse or has the nerf donkey punched it? If running neuts then, are you pulsing the mwd to balance the cap between injections?
It works - but its much more challenging to use. Essentialy you need to nearly cap yourself out to keep the nos running. Once both ships are capped out its a hp v dps race. A high cap regen on the curse can help as hopefully you'll replen cap just a bit faster than your opponent.
Neuts are also very tricky, and you're probably best of pulsing these rather than the mwd. Although nerfed hard flying the curse is quite a bit of fun as your having to work v hard to balance everything. Even a small mistake will mean you're toast however...
C.
what setup are you using if you don't me asking? helps me refine my own setup if possible.
Risen's Art for ISK - Custom made images, sigs, logos, etc. tailor made to your specification! Competative pricing and absolute satisfaction assured. Eve-Mail me for details If you can name it, I can frame it! |

Cailais
Amarr VITOC
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Posted - 2007.12.02 11:21:00 -
[236]
Edited by: Cailais on 02/12/2007 11:23:06 I use a variety of set ups, if you've got HAM IIs these make a useful addition to you highs for a touch more dps:
2 Medium Diminishing Nos 1 Medium Unstable Neut 2 HAMs (normal assualt launchers if youve got problems fitting)
Y-T8 Hydrocarbon MWD Medium Electrochemical Cap Inj (800s) or Cap Recharger II F-S9 LSE 2 Medium Shield Booster II (you can switch to suit here, fitting 1 LSE and 3 boosters, or 2 LSEs, 1 booster and 1 shield amp) Warp Disruptor II (ECM / TDs if you dont need to tackle: alernatively fit more shield tank)
Overdrive II 2 PDU IIs Cap Flux Coil II
2 Cap Control Circuit rigs
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
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