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Prohibited
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Posted - 2006.05.14 06:02:00 -
[1]
I have a question:
When scrambled by 0.0 NPC's or LVL4 mission NPC's, is 1 wcs enough to counter or is 2 necessary?
Thanks.
Defender of Alts' Rights. |
Baldour Ngarr
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Posted - 2006.05.14 09:06:00 -
[2]
If you plan on running, why are you even going in?
Just kit to kill the frigate classes first. If you insist on fitting WCS, you gimp your setup to the point that you guarantee you'll need them.
Fit to run, or fit to fight. Make your choice before you undock. ________________________________________________
"I tried strip mining, but I lost, and it's cold flying around in space naked." |
Daolin
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Posted - 2006.05.14 16:30:00 -
[3]
Originally by: Prohibited I have a question:
When scrambled by 0.0 NPC's or LVL4 mission NPC's, is 1 wcs enough to counter or is 2 necessary?
Thanks.
There have been reports of a few level 4 encounters with 2 scramble strength, so it's safer to fit 2 WCS (or one WCS II )
And don't listen to those "fight or die" kids, too much testosterone turns the brain into jelly
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Krav
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Posted - 2006.05.14 17:07:00 -
[4]
I do level 4 missions with regularity.
The most any single frigate scrambles for is -2 strength. But fitting 2 stabs will do you no good if you are unlucky enough to have more than one frigate scramble. What remains unclear to me is if that indeed happens, but based on the other thousand threads like this one that I've read, it sounds like once in a blue moon, more than 1 frigate will scramble at once. So for 0.0 rats or l4 missions, just say 2 stabs will save you approximately 95% of the time.
And I have to agree with the first reply to this thread--fitting warp core stabs GUARANTEES you'll need to use them. I only use stabs once in a very rare time doing missions. Usually in missions that I expect issues with tanking no matter what I fit. Vengence third gate comes to mind. I just can't tank that much damage long enough to blow up everything, it requires a warp out or three. That's why I would use a wcs.
But far and large, fitting wcs will just make the whole process longer and less profitable. Fit more damage mods or tank. And for goodness sake, never warp into a mission you aren't already familiar with. Use eveinfo.com and get the details you need to make your ship as strong and effective as it can be.
Krav ===== Close encounter of the Hijack kind? Impossible.
Unless it is as bad as I think... And if they were out to get m-- |
Argenton Sayvers
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Posted - 2006.05.15 00:07:00 -
[5]
WCSx2 until you found out wether the mission is easy enough to fit another damage mod or two to speed things up. Use the NPC databases to find out how many Scrambling frigates are there and wether you can kill them fast enough to make WCS pointless. Until then, its better to have 95% escape chance then none at all. The chances that 2 WCS will save you are much higher then that 2 damage mods will save you.
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Ceallach
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Posted - 2006.05.15 00:14:00 -
[6]
I can handle 0.0 rats just fine with 2 WCS. I sue the WCSs because I have run into that fleet with a frigate tackeler. Safer to run from those fights. A raven will never beat a 0.0 fleet, no matter how many times you try.
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