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Hashi Lebwhol
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Posted - 2006.07.02 03:45:00 -
[1]
i feel like ive not been getting the most out of my moa pvp. does anyone have any good suggestions for pvp for moas?
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Audri Fisher
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Posted - 2006.07.02 05:01:00 -
[2]
Gank with group: 4 250 mm rails with antimatter 2 sensor boosters 2 tracking comps 3 mag stabs 1 damage control mod
Solo gank: can be done, but so many better ships to use
small gang/roughly even sides: 4 250 mm rails 2 assault launchers 2 invuln field II's, boost amp, med tech II booster 4 pdu II's
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Mr Li
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Posted - 2006.07.02 05:33:00 -
[3]
It all really depends on what you want to do.
Mr. Fisher's suggestion for fleet set up Moa is spectacular (lots of damage mods). You won't be called primary any time soon and you'll be delighted with the damage you can do... at first. Then you'll want bigger ships :)
solo ganking? well, you'll need a need a warp jammer of course. I'd keep the modules to tech 1 unless you really want to the best. But to put 35m or more on a 7m ship doesn't seem appropriate. With a small gang i'd perhaps replace that warp jammer with a webber so you can hit those nasty frigs when they activate their MWD or AB.
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Aversin
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Posted - 2006.07.02 07:26:00 -
[4]
If you see an intercepter... RUN!
Originally by: Razner Cerizo They will never quit. The beatings will continue until morale improves.
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Yazoul Samaiel
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Posted - 2006.07.02 09:12:00 -
[5]
Originally by: Aversin If you see an intercepter... RUN!
NO!!! IF i am not having a 250 mm sniper setup and i am usign Dual 150 or even blasters i can pretty much 2 volly any inty . "What ever that doesn't Kill me just makes me stronger"
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Cade Morrigan
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Posted - 2006.07.02 14:34:00 -
[6]
Originally by: Audri Fisher Gank with group: 4 250 mm rails with antimatter 2 sensor boosters 2 tracking comps 3 mag stabs 1 damage control mod
I don't understand why you'd fit sensor boosters and then put antimatter in yoru rails. Is that a sniping setup? I mean fast locking is good and all, but it seems out of place unless you are sniping.
For solo gank I've always wanted to try a blaster moa with a pair of medium nos.
-= Save the Gila! Fix its grid and cpu! =-
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Dnol Arendale
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Posted - 2006.07.02 22:29:00 -
[7]
With the tracking mods, I think your optimal increases? So, it counteracts the antimatter, to a certain extent.
Although, I'm curious, if you dropped one of the boosters, you could add a 20k scram? or is there a fitting problem?
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Crellion
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Posted - 2006.07.02 23:54:00 -
[8]
4xIonII 1Med Nos 1small nos/rocket launcher mwd web scram multi II sarII 2xeanII 1xdcu/whatever plate fits
nice for manageable 1v1s and a true solo set up for a ships thats very hard to set up for solo but ... tbh... its not woth the trouble. It has to get in close so its too prone to getting jumped by support and since the mods cost 4 times the ship.... I only used it once and didnt feel too happy about it. Rax / Rupture do the same thing 10x times better and cheaper... still if you HAVE to use a Moa...
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Nebuli
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Posted - 2006.07.03 00:03:00 -
[9]
What I usualy do with ships, and this applys to "most" not all but most ships is.
Find the ships strength then boost that as much as you can, take Moa as an example it has range bonus's, so max its sniping potential.
4 x 250mm II, 2 2 assault launcher, 2 x sensor booster II, 2 x tracking cpu II, 3 x MFS II, 1 x tracking enhancer.
Fit spike and you have around 150k shooting range, pops intys in 2-3 volleys, and a very high rof.
Obviously no use up close, but as Crellion pointed out Rax or Rupture does this much better anyway, you will never compete with them close up, and even with a mwd never going to outrun then, so why try?
For closer up type of fighting use a Caracal or Blackbird, long range pull out the Moa.
CEO - Art of War |

Cade Morrigan
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Posted - 2006.07.03 01:02:00 -
[10]
Originally by: Dnol Arendale With the tracking mods, I think your optimal increases? So, it counteracts the antimatter, to a certain extent.
Using antimatter with a pair of tracking comps isn't going to push our optimal out to a point where you need sensor boosters. I'll just assume he meant Spike ammo rather than Antimatter.
-= Save the Gila! Fix its grid and cpu! =-
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Crellion
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Posted - 2006.07.03 01:17:00 -
[11]
Edited by: Crellion on 03/07/2006 01:18:11
Originally by: Cade Morrigan
Originally by: Dnol Arendale With the tracking mods, I think your optimal increases? So, it counteracts the antimatter, to a certain extent.
Using antimatter with a pair of tracking comps isn't going to push our optimal out to a point where you need sensor boosters. I'll just assume he meant Spike ammo rather than Antimatter.
On this point (havent used Moa a lot but I have used Eagle quite a bit):
Spike isnt all that due to the tracking issues. iridium (faction if you can get it) or tungsteen will do you proud. The senor boosters are needed cause you cant tackle from over 100km away, therefore its a race to get the 2 volleys on them before they warp out. The faster the first one comes the quicker the second will pop them 
[Edit: oc Spike is much better for cruiser spanking and BS harassing]
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Nebuli
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Posted - 2006.07.03 02:12:00 -
[12]
At 100k+ their are no tracking issues at all with spike, tested it against a inty doing everything he could to get transversal as high as possible, with and without mwd, no issue at all with the tracking hit it everytime nps.
CEO - Art of War |

Crellion
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Posted - 2006.07.03 02:45:00 -
[13]
Originally by: Nebuli At 100k+ their are no tracking issues at all with spike, tested it against a inty doing everything he could to get transversal as high as possible, with and without mwd, no issue at all with the tracking hit it everytime nps.
wtf why do I miss all the time then Neb... you ll have to show me 
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Audri Fisher
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Posted - 2006.07.03 05:11:00 -
[14]
Originally by: Cade Morrigan
Originally by: Dnol Arendale With the tracking mods, I think your optimal increases? So, it counteracts the antimatter, to a certain extent.
Using antimatter with a pair of tracking comps isn't going to push our optimal out to a point where you need sensor boosters. I'll just assume he meant Spike ammo rather than Antimatter.
Lock time samll stuff that tries to outrun tacklers and/or get out of the bubble, sometimes you can lock a pod in time to, and say bye bye to it.
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