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DrakeStone
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Posted - 2006.03.01 19:13:00 -
[1]
There are always the comments about the mistake a lot of newbies make in getting into a ship that they are not properly skilled for.
Most Caracals seemed to be outfitted with Assaults or Heavies obviously.
What do you all think would be the minimum skills to have in order to feel personally comfortable about you going into one of these? Obviously the engineering, mechanical and other necessary skills to actually be able to get in it notwithstanding.
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Taerenius
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Posted - 2006.03.01 19:21:00 -
[2]
Well it all depends on what you're going to use it for. The requirements for using it for level 2 missions vs ratting in low sec vs PvP are quite different.
For level 2 missions the minimums IMO would be:
enough eng/elec skill to be able to equip the entire ship (including a full rack of heavy launchers) without leaving a slot empty
all missile support skills to 2
all applicable shield support skills to 2
This will be good enough to woop the crap out of pretty much any level 2 mission. Thats about what I had when I first bought my caracal and I was able to easily completely any level 2 mission including RMR missions.
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DrakeStone
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Posted - 2006.03.01 19:37:00 -
[3]
Ahh, level 2 missions is specifically what I was referring to.
"all missile support skills to 2
all applicable shield support skills to 2"
If you will indulge me, which ones specifically are you referring to?
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Taerenius
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Posted - 2006.03.01 20:05:00 -
[4]
Originally by: DrakeStone Ahh, level 2 missions is specifically what I was referring to.
"all missile support skills to 2
all applicable shield support skills to 2"
If you will indulge me, which ones specifically are you referring to?
Basically the shield related skills would be Shield Operation, Shield Management, Shield Compensation, and tactical shield manipulation is good also but not a requirement to fly a caracal in level 2 missions.
As far as missile support skills, you really need rapid fire, missile projection, missile bombardment, heavy missiles, standard missiles, missile launcher operation, all at 2 (the higher these are the better).
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Jennifae
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Posted - 2006.03.01 20:09:00 -
[5]
I really think that ship sucks. Sorry to rain on the parade, but when I can warp in(w/ ishtar) on a two ship formation of them and come out 60 seconds later with two kills and only 20 percent of my shields gone.....then mere skill sucking on the pilots' involved part isn't enough to explain the situation. It clearly can't layout anything resembling fast damage and certainly can't tank worth a hoot either. Count me among the "underwhelmed" in regards to the caracal.
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Lady Noriko
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Posted - 2006.03.01 20:22:00 -
[6]
The Ishtar is a drone boat.
Droneboats are always the winners.
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DrakeStone
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Posted - 2006.03.01 20:23:00 -
[7]
Thanks Taer, and your input as well Jenn.
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Crellion
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Posted - 2006.03.01 20:24:00 -
[8]
Hihi you could do the same with 2 long range set up eagles or two sniper Megas and win also. If you are more than 30kms away and they have good skills and ab 2 Caracals will probably kill your drones and then kill you... Also rest asured yoou could do the same to any 2 tech I cruisers (EW aside) ... say 2 Omens or 2 stabbers or 2 Vexors... trust me :) Especially if the pilots where no good...
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Larshus Magrus
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Posted - 2006.03.01 20:57:00 -
[9]
Carcals can be great boats. Unless the 2 pilots you fought agaisnt were complete newbs with no experience, there is no way they should have lost. The first thing a caracal does is turn, hit its mwd and get the hell out of your range. I'm betting they did neither.
A single caracal if flown right should force you to flee. True, it might not kill you unless you decide not to flee, but it can easily eat your drones and stay out of your range while it pounds you at 100k. At some point you wont ahve any drones, and its firepower at range is greater than yours. You're only choice there is to run.
If you can manage to catch it and web it and kill it before it eats your drones, you can win. But thats true with any drone boat.
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DrakeStone
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Posted - 2006.03.01 21:28:00 -
[10]
Vary Intarazting.
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Taerenius
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Posted - 2006.03.01 21:30:00 -
[11]
Originally by: DrakeStone Edited by: DrakeStone on 01/03/2006 20:33:02
Thanks Taer, and your input as well Jenn.
EDIT: If I'm not mistaken, RAPID FIRE is only for turrets, no?
Look under missile launcher operation. It's called rapid launch.
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Gorenaire
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Posted - 2006.03.01 21:48:00 -
[12]
Edited by: Gorenaire on 01/03/2006 21:50:17 Edited by: Gorenaire on 01/03/2006 21:48:25
Originally by: Jennifae I really think that ship sucks.
Well, if your fighting skills are as good as your "thinking" skills, I'm not sure you're going to keep your HAC for a long time , unless you spend your time killing pilots in caracals .....
/sarcasm off
I should'nt have to tell you that since you're obviously an older pilot than myself but let's do it anyway :
1/ Caracal is a T1 cruiser, Ishtar is a T2 boat 2/ Caracal is a long range boat, Ishtar short medium/short range 3/ Piloting decently a Caracal take around 3-4 weeks, stepping into a HAC require many months and need to have all "side skills" to at least 4 4/ Caracal can not sustain dmg at short range while Ishtar is an armor tank
So if with many months of training behind your belt, you can't kill 2 poors caracal pilots who are certainly new to the game in your T2 cruiser, at short range in less than 1 minute, I suggest you sell it and buy an Ibis 
Back to the topic, the Caracal is an excellent ship for long range PvE fight and to use it correctly does not require too many skills.
electronics : 4 long range targeting : 4
engineering : 4 energy grid upgrade 3-4 important reduce cpu use for PDU
weapons upgrade 3-4 same Standard and heavy missile 3-4 missiles bombardment, rapid launch , missiles projection, standard missiles ops : 3-4
Naviguation 4 Afterburner 4 Fuel conservation 3-4 High speed maneuvering 3 Acceleration control 3 Evasive maneuvering 3
The 3 last nav skills are not essential but are important if you plan to pilot interceptors in the future and can not hurt anyway for a caracal.
With all these skills, you will comfortable with the caracal ( must take around 3 weeks to finish it . Sure you can fly it with electronics and engineering at 3 but you re going to need these to, at least 4 for "higher" class ship so the sooner you do it , the better it is as it will be beneficial even now with a cruiser.
For the mechanics skill, you don t really need them , since you don t armor tank, but you may train hull upgrade to 3 if you want. The Ferox , which is a battlecruiser have more armor hp than the caracal, so training Hull upgrade to 3 or 4 will also give you more survavibility
Fly safe
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DrakeStone
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Posted - 2006.03.02 02:17:00 -
[13]
^ Excellent.
Thank you.
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Filan
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Posted - 2006.03.02 03:02:00 -
[14]
with maxed cruiser, bombardment, and projection i think the Caracal is the longest ranged cruiser(sorry T2 doesnt count here).
Please resize image to a maximum of 400 x 120, not exceeding 24000 bps, ty - Cortes |

Anstice Frost
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Posted - 2006.03.02 10:50:00 -
[15]
Originally by: Filan with maxed cruiser, bombardment, and projection i think the Caracal is the longest ranged cruiser(sorry T2 doesnt count here).
Friend gets his heavies out to 104km with almost maxed out missile skills. If you want to get into the T2 area though, that would go to its big brother, the cerberus, at which point i've seen them using T2 precision missiles at 190km.
Quote: Originally by: Galaxion
The Uneducated fly Amarr. Those in the know fly Minmatar. Nooblars fly Gallente. Cheaters fly Caldari. Rich people fly Faction.
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migwar
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Posted - 2006.03.02 10:55:00 -
[16]
With 1.3 mil sp in missiles, my heavies go around 101km with t1 ammo.
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