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Lache Malaxoru
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Posted - 2006.01.13 14:01:00 -
[1]
As a very nice return to the previous Condor question, here is another one. about the Griffin. This one I gave a litle more thought and came with something like this:
2rockets 1nos 1mwd 1,perhaps2 ECMs,1webber 1bcu
I have no Ideea if this fits as I was also reminded by somebody about the MWD cap penalty but will find out.
Here it goes:
1. pros 2. cons 3. sugested setup
Best Regards, LM
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Har Ganeth
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Posted - 2006.01.13 14:13:00 -
[2]
You could go with 4 racial ECM for fleet support/gang in mids, cap relay in lows. Whatever you want in highs. Obviously you can't tackle then, but then that's not what the griffin is good at.
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Ortu Konsinni
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Posted - 2006.01.13 14:22:00 -
[3]
Your cap will not hold. DO NOT fit a microwarpdrive. If you must have speed, fine, get an AB, but not a microwarpdrive. The Griffin is short on cap as it is and you can't afford to further gimp it by fitting an MWD.
This ship is designed to be a long-distance annoyance. Therefore you should also not fit a web.
Here's a fitting that I know works but has never been tested in real combat:
2x standard launchers 1x 75mm railgun
2x ECMs 1x small cap battery 1x cap recharger
1x capacitor power relay
You can use tech 2 weapons if you're so inclined by swapping the cap power relay with a power diagnostic (unless you have advanced weapon upgrades 5), but since you should not have to use the weapons (i.e. you should warp out if anything tries to attack you), it doesn't really matter. - Ship Gallery - Helpdesk from Hell |

Sol Basso
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Posted - 2006.01.13 14:22:00 -
[4]
I had a little play with the Griffin when I was going up through the Caldari Frigates.
I have to say I wasnt very impressed with it as a solo ship, since its 'thing' seems to be EW I guess it will [only] shine in a gang situation where it can be specialised because other gang members will complement its abilities.
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Cade Morrigan
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Posted - 2006.01.13 15:34:00 -
[5]
High: 2x Rocket launcher with Defenders Mids: Cap Booster or Cap Recharger, 2x Multispec Jammers, Cap Battery Low: Cap Power Relay
Sit at extreme range and do that EW thing. Guns aren't going to help this ship if it gets targetted by anything beyond a shuttle. Defenders will help on the odd chance someone tosses a missile or two your way.
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Elve Sorrow
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Posted - 2006.01.13 15:46:00 -
[6]
2 rocket
MWD 3 racials
cap relay
Works fine with Caldari Frigate 5. Sure, youre not running your MWD all day long but who gives a toss. You can jamm up to 75km due to the fcking insane targetting range of this thing.
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Olterin Fire
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Posted - 2006.02.06 17:12:00 -
[7]
Didn't try this yet... but I think it might work in a gang..:
high:2 rocket launchers with defenders mid: 4 racial jammers (one for each race in case you don't know what you're fighting) [note: if you know what kind of ships you'll be engaging only fit the jammers for that type of ships] low: 1 anything you might need
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olddone
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Posted - 2006.02.06 18:25:00 -
[8]
Griffin is a fine force multiplier for pvp frig gangs. Alone it is just going to die.
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Rex Rax
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Posted - 2006.03.20 01:18:00 -
[9]
HIGH-SLOTS : > Energy Vampire > Missile Bay [46xBloodclaw Light Missile] > Missile Bay [46xBloodclaw Light Missile]
MED-SLOTS : > Racial ECM > Racial ECM > Warp Scrambler (7.5km) > Stasis Webifier
DRONE : > Light Scout
All fits with engineering and electronics III. Of course this is just quickfit, but technically, they shouldn't be able to hit you due to ECM, no? A destroyer should go down in between 2 and 3 minutes. Watch out if they have drones, get out of there. Caldari Frig IV or higher reccomended due to cap bonuses on ECM. Quickfit is telling me that this thing is capable of running for over 600 seconds. I suppose as long as you choose your target carefully, you should be able to wipe them. Do not pick on anything that can fit and MWD and get rolling to 3km/s. Do the math first, the max you should take on is anything going 2,000m/s or slower, depending on the web you have.
TACTICS : Pick your target carefully, make sure he/she is alone. Warp in and pick a good bookmark spot near the person, then warp out (Asteroid, for example, if you plan on taking a miner of sorts). When you warp back in, try to get within 7.5km. Scramble, ecm, then stasis in that order. Orbit and ransom, or just shoot. It is a good idea to have a buddy stay around just in case things get nasty, and they can haul the loot for you too (Since you WILL fill your cargohold with missiles so you can seige ships.) If they have a repper, no worries. Very few ships that I have come across can run a rep steadily, let alone with a nos on them.
I am still new to the game, and I have not tested this setup. I was just playing about with QuickFit and came across this lovely ship. Do let me know of any reccomended corrections, but otherwise, this is seemingly a good PvP ship.
Rex |

Hesed
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Posted - 2006.03.20 01:44:00 -
[10]
It's just not fast enough. Sure, it has great lock range, and with some irony it has more drone space than the BB.
However, only use this ship if you can't fly the BB yet. All it can do is cycle jam targets within 60km.
ECM is the most cap hungry of all EW.
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Rex Rax
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Posted - 2006.03.20 01:52:00 -
[11]
Edited by: Rex Rax on 20/03/2006 01:53:36
Originally by: Hesed It's just not fast enough. Sure, it has great lock range, and with some irony it has more drone space than the BB.
However, only use this ship if you can't fly the BB yet. All it can do is cycle jam targets within 60km.
ECM is the most cap hungry of all EW.
Heh, doesn't necessarily have to be fast. Take a quick look at the tactics that I listed, how I have done PVP so far in EVE is mostly this way just because I don't feel that an AB is a worthwhile resource to have most of the time. I'd rather risk losing one or two possible targets, but still being able to use the ECM just because it's a deterrent to causing a hassle and not paying a ransom. I don't have any problem using force, but it just costs more money overall.
EDIT: Yes, I do plan on flying a blackbird. Will be flying a caracal too just because 100km range on heavies is sexy.
Rex |

Keldorn Firecam
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Posted - 2006.03.27 01:06:00 -
[12]
Well, currently running the Griffin for EW support in my Corporation's gang.
2 Missile Launchers, 1 Railgun 4 racials to cover all bases 1 Cap power relay for better cap recharge
While the ship has absolutely no offense or defense, it can seriously change the tide of the battle in favor of my gang if the jammers do land.
Cheap and effective.
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Mr Fenris
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Posted - 2006.04.04 07:05:00 -
[13]
How's this for an idea...
1 Small Nos 1 75mm (just 'cause had 2MW free, lose if u want T2 extender)
1 Med Extender 3 racial ECM
1 MPAC
Gives 1000+ points of shield (lose the 75mm and I can fit a T2 extender for 1200+ shield). Mainly used to survive getting targetted by big guns and thereby give time to warp out before the next salvo, well hopefully 
Otherwise idea is to orbit friendly BS using Nos to leach extra cap. Doing this can run 2 ECM modules indefintely.
Comments?
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Captain Comatose
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Posted - 2006.04.04 08:34:00 -
[14]
Current gang support setup..
2 standard launchers
1 named AB 3 racial ECM
PDU
OR....
2 standard launchers
1 Small cap injector with +25 charges 3 racial ECM
Whatever, cap recharger/small plate/overdrive/BCU, have ~4MW left over.
Used to stay behind the pack and jam 1 or 2 for a short period. Standard launchers for hitting whilst staying out at 20~30km away from trouble. Can lose the AB for a cap injector, allows running 2 ECM but then isn't as easy to stay at range or with the pack. Undecided as to what's best yet.
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Emsigma
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Posted - 2006.04.04 09:29:00 -
[15]
Why bother to put guns on it at all? :)
3x small nosses 4x racial jammers t2 1x cap relay
Orbit your gangmates battleship at 5000 to keep som kind of transversal up while nossing him. Then just go nuts with the jammers... 80km lock range 4tw! =D
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Don'tcallme Francis
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Posted - 2006.04.04 09:36:00 -
[16]
A very underrated tackler. I use 2 named rockets, 1 small turret, 3 multis (racial if intercepting invaders) a named scram, and 1 CPR to keep the jammers going. 
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Lightof God
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Posted - 2006.05.15 05:16:00 -
[17]
Edited by: Lightof God on 15/05/2006 05:17:36 Come on its supposed to jam and jam only what is this crap about defence.
Highs Nos mabye Meds 4 multispecs lows 1 cpr idk if this would fit but I think it should.
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Phish1
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Posted - 2006.05.15 15:20:00 -
[18]
High: whatever fits Med: 3 x racial, 1 small cap battery low: CPR
cap battery and CPR will save ur ass.
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Rayder Raine
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Posted - 2006.08.18 03:07:00 -
[19]
High: 2xRocket, 1xAutocannon Mid: 1xMWD, 2xMultispec or Racial ECM, 1xWeb Low: CPR
Launchers usualy run defenders but I carry rockets just in case someone gets in on meand the auto cannon stars punding on them while I switch launcher ammo. This load out can also double as a decent tackler in a gang.
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LongJohn Scr0tum
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Posted - 2006.12.15 13:40:00 -
[20]
I use this setup with frigate gangs as an ECM boat.
High : 1x 75mm rail 2x standard launcher Med : 1x Cap Booster (fitted with 50s) 3x Named racial ECM Low : 1 x signal distortian amplifier
I forget the name of the ECM`s , there about 300k a peice. With cal frig V , electronic warfare III and the cap booster i can sustain 17 accumulative points of racial indefinatly.
Locks out all tech 1 cruisers 90ish% of the time. Havent tested on BC yet. Only downside is having to carry around 12 racial ECM in your cargo and having to dock and swap each time you find a target which isnt suitable to what you have fitted.
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Good Samaritan
Minmatar The Gentlemen of Low Moral Fibre
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Posted - 2006.12.15 13:40:00 -
[21]
I use this setup with frigate gangs as an ECM boat.
High : 1x 75mm rail 2x standard launcher Med : 1x Cap Booster (fitted with 50s) 3x Named racial ECM Low : 1 x signal distortian amplifier
I forget the name of the ECM`s , there about 300k a peice. With cal frig V , electronic warfare III and the cap booster i can sustain 17 accumulative points of racial indefinatly.
Locks out all tech 1 cruisers 90ish% of the time. Havent tested on BC yet. Only downside is having to carry around 12 racial ECM in your cargo and having to dock and swap each time you find a target which isnt suitable to what you have fitted. Tea And Scones Please |

Thor Ba'aleron
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Posted - 2006.12.16 12:10:00 -
[22]
Edited by: Thor Ba''aleron on 16/12/2006 12:19:27 Keep in mind, you will lose this ship...
High: 2 Standard Missile Launcher 1 (defenders and standard missiles) 1 Whatever
Med: 3 "Hypnos" Multispectral ECM 1 Small Peroxide Capacitor Battery
Low: 1 Power Diagnostic System 1
This ship will jam. It won't do anything else.
Personally I might spend a couple of mil more and get a blackbird... something like this:
High: 3 SV-900 Assault Missile Bay 1 Medium Armor Repairer
Med: 4 "Hypnos" Multi ECM 1 Large Peroxide Capacitor Power Cell 1 F-S9 Regolith Sh ield Induction
Low: 1 Power Diagnostic System 1 Capacitor Power Relay
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Ancy Denaries
Caldari Isseras Manufacture
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Posted - 2007.10.12 16:20:00 -
[23]
Highs: 1 x Modal Light Ion Particle Accelerator (with AM) 2 x Arbalest Rocket Launcher (with Thorn Rockets [Kin])
Meds: 1 x Faint Epsilon Warp Prohibitor I 1 x Cold-Gas I Arcjet Thrusters (possibly switch this for a webber instead) 1 x Enfeebling Phase Inversion ECM I (LADAR) 1 x Umbra I White Noise ECM (RADAR)
Lows: Hypnos Signal Distortion Amplifier
Seems to work fairly well, but is sorta luck-based.
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.10.12 16:27:00 -
[24]
Since you won't be killing anything with this... highs: small whatever gun, 2xrocket launchers with defenders t2 sensorbooster, named caldari/gallente/multiF jammers 200mm RT plate
And don't forget a warrior2!
No need for capacitor stuff unless you used t2 multispec (assuming frig5 and at least lvl ecm capskills)
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Stork DK
Synthetic Frontiers
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Posted - 2007.10.30 13:03:00 -
[25]
Highs: 1 Nos 2 Rockets
Meds: One of each race ECM (least go for medium best named)
Low(s): Cap relay
Cap stable, and can turn the fight in small engagements, NOT to underestimated!  Only costs 250k too --------------
Triumdicta > we're getting a new kind of ore? omiNATION > CAREBEAR ALERT |

Daelin Blackleaf
Aliastra
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Posted - 2007.10.30 15:39:00 -
[26]
Edited by: Daelin Blackleaf on 30/10/2007 15:39:43
Multi-spec
150mm Rail, 2x Standard Launcher 3x Multispec, Cap Recharger CPR
Preferred
150mm Rail, 2x Standard Launcher 2x Racial, 1x Multispec, Cap Recharger Signal Distortion Amp
The miltispec is ok if you have no idea what you'll be facing, but I'd sooner take the twin racial set-up with gravimetric and magnetometric jammers. If you have any kind of intel the twin racial set-up is the mutts nuts.
They both run forever and the weaponry is really only there for show, though it offers some token damage, standards if your fighting around 40km to get the most out of your multispec, or rockets (for anyone who comes knocking)if your out a 60km making the most of your range.
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Jackal79
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Posted - 2007.10.30 15:49:00 -
[27]
2x light missiles
3x racial jammers 1x small cap booster
1x signal distortion amp
cap recharger/battery is a bad idea just go for the booster.
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