
PartyVaN
Minmatar The Hand Trade Alliance
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Posted - 2006.11.15 03:56:00 -
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Edited by: PartyVaN on 15/11/2006 04:01:27 Edited by: PartyVaN on 15/11/2006 03:57:01 Edited by: PartyVaN on 15/11/2006 03:56:00 Total Anti-Frig/Inty/AF
Highs
5x Assault Launcher IIs - Precision Light Missiles
Meds 2x Medium Shield Booster (named / t2 if possible, and if this is too crazy for you then Put 1 Booster and 1 Boost Amp) 1x Medium Cap Injector (named if possible, usually 400 charges) 1x 20km Scram (named if possible) 1x Best Fit Active Hardener (see later for info)
Low 2x BCU (co processors if thereÆs CPU issues)
The Idea behind this is to provide a cost effective anti frigate setup for gang hunting. While this setup usually doesn't hold up against anything bigger, it has the capability to at least defend itself. While named/t2 where possible is good if you can afford it, the only thing that needs to be T2 is the launchers. If you're worried about losing the ship then just fit t1 or basic named modules in the mid's and lows, as using them doesnÆt really hurt the build. Explanation for modules as follows:
5x Assault II: Obvious for anti frigates. These are also incredibly cheep, and you can usually get 5 of these for under 750k, so itÆs no loss if the ship pops. Precisions are a Must for fighting Intys, as the majority of troublesome frigs you encounter in pvp will be intys. With "basicö missile support skills (lvl 3 or better), they will have an explosion velocity of at least 3900 m/s and explosion radius under 20m. I don't think thereÆs an inty out there that can obtain an orbital velocity over 4km/s while in its optimal range (3-7kms), so thereÆs little problem there. Kinetic Missiles for the caracal's damage bonus, but carry others if the ship is tanked for kinetic (AFs mostly).
2x Medium Boosters: The biggest problem with Intys and AFs is that they will do a lot (easily upwards of 200 damage a gun, multiple guns and fast rof, as well as the impossibly of more then 1 ship) of damage very quickly. I don't think thereÆs a passive tank caracal out there that can survive vs. a Blaster or AC ship that can survive long enough to kill most AFs/Intys, so you need as much shield/second you can get. Your fights shouldn't last that long anyways, so cap usually is isnÆt a problem. If thereÆs trouble fitting two then replace one with a boost amp.
1x Injector: Necessary to keep them booster going. I like a medium injector with 400s, as it usually keeps your cap alive long enough to kill your targets.
1x 20km Scram: To prevent them from warping :P
1x Active hardener: The Caracal's resists are nothing to brag about, so an active hardener helps. If you know you're going up against Blasters or ACS, then tank primarily for Ken/Therm/Exp, which really means fit an Invul. EMP is not as common but if you know its coming then fit an EM hardener as its your lowest resist.
0x Web: Wait, what? No web? I don't really feel thereÆs a need for a web. Your missiles shouldn't have any problem hitting fast ships once they're in their optimal range, and by the time the figure out you're fit to destroy them, they wont have the time to fly out 20kms, align and warp. However if you do find this is a problem, then drop the hardener for a Webber
0x AB: Pretty much anything you're fighting is going to be coming to you, so chasing your targets is of no use. Your Missiles will have a nice range (40kms+) so in the event that a something its hitting you out far, you can still shoot back. Granted the 5 Precisions will gimp your speed by about 35%, but it still doesn't matter. Odds are you're going to be webbed ASAP anyways.
2x BCU: Dmg and rof. I cant think of anything better down there. If CPU becomes an issue, then fit some co-procs.
As i said this is really only Anti Frig. Most cruisers will have a big advantage over you with Medium guns, so even with Fury Lights it will be a challenge. Avoid these fights if possible.
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