| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Omega black
|
Posted - 2006.09.07 23:22:00 -
[1]
Dear readers,
I understand that there have been quite a fair number of posts on this topic (you donÆt need to post their links) but none of which have answered my questions. They all usually boil down to the OP or someone else asking which basic skills are needed to fly the ferox effectively or is the ferox better shield or armor tanked. Please take the time to read and respond to this.
I am looking into pvp and the ship I chose was the ferox. I thought of a pvp setup and I was hoping if anyone could rate it, tell me what I should add or remove from the setup. CONSTRUCTIVE criticism would be greatly appreciated.
Please note that I will be pvping solo but I do understand that the ferox isnt a great tackler and is meant more for warping in on a tackled target and pummelling it. I chose the ferox because I believe that it can manage cruisers and frigs but also be able to stand up to ships in its class (I hope). If you guys believe that the ferox is not the best idea to pilot for solo pvp, please suggest a better caldari ship class (unless there isnÆt one and I have to train up for other racesÆ ships that also use missiles effectively and have good shields). Please note that I am proficient with caldari frigs, cruisers, battlecruisers and battleships. My skills (approx 13 mil in total) are strongest in missiles/engineering, and decent in drones, electronics (ecm) and navigation. When suggesting a setup or ship please take into account that, though I am a 1 year + char, I only have about 350 mil isk (please dont ask why). I wont be able to afford to fit/fly the most expensive.
My strategy for pvp (however lame) is to go into a dangerous system and let the pirates/pvpers come to me (basically be bait). The reason for this is that I simply cant bring myself to just attack someone without provocation (dont feel right about it). Please dont comment on my methods for the way I will pvp unless it helps to improve tactics/setup or is a better strategy altogether.
the setup:
High: 5X heavy missile launchers 2X med nos Med: 2X large shield extender 2X multi ECM 1X warp disruptor (20km one) Low: 1X warp stabilizer 2X ballistic control system 1X power diagnostic system
drones: 5 light scout drones
the extenders should keep me alive while my ecm jam and my missiles destroy the target.
NOTE: the modules wont really be of the tech 2 variant (and certainly wont be faction mods) but will be decent enough to do the job and wont kill my wallet should my ship be destroyed. ( i also do not have any implants)
Any and all help would be greatly appreciated.
Sincerely,
Omega black
|

Benglada
Finite Auxiliary
|
Posted - 2006.09.07 23:39:00 -
[2]
0 because of stab. ---------------------------
Originally by: Arkanor
0.0 is the Final Frontier. Bring money and friends.
|

Meeko Gloom
Species 5618 Ascendant Frontier
|
Posted - 2006.09.07 23:44:00 -
[3]
Originally by: Benglada 0 because of stab.
Agreed ditch the stab its not a vaga. Great another PDU or BCU --------------------------
Guns dont Kill People Drones Do |

Tor Anasa
|
Posted - 2006.09.08 00:03:00 -
[4]
Originally by: Omega black
the setup:
High: 5X heavy missile launchers 2X med nos Med: 2X large shield extender 2X multi ECM 1X warp disruptor (20km one) Low: 1X warp stabilizer 2X ballistic control system 1X power diagnostic system
drones: 5 light scout drones
Sincerely,
Omega black
Okay, first the setup:
I see a number of problems with the setup although i think it is probably the best one that you can go with.
For instance, in these sad, bad days of crummy pirates, 1 warp disruptor will probably not be enough to prevent them from warping. You are obviously tying to jam the enemies before they can eat through your shields which is a good idea however if a group of pirates approach this will not work.
i have found through my experience (30+ feroxes dead in about a month...) that the ferox is not a ship for pvp. Generally speaking, a caracal will do the same job and hurt less when it's dead. Tech 2 missile launchers on either a caracal or ferox are pretty much necessary if you want to get anywhere in pvp.
I know you asked us not to comment on your strategy, but; the problem with being bait solo is that whoever attacks you gets to choose the range they engage you at and if they bring friends along. This basically comes back to the ferox not really being a pvp ship.
Some people have commented that Moa's with good gunnery skills can be good at piracy, but i''m not sure how good your gunnery skills need to be and i have had no experience with the moa other then being pwned by an armageddon.
I hope this does help somewhat
|

Kirex
Gallente Vale Heavy Industries
|
Posted - 2006.09.08 00:11:00 -
[5]
Originally by: Benglada 0 because of stab.
Click above for my killboard stats. |

KillerOfMacros
|
Posted - 2006.09.08 00:28:00 -
[6]
Being a Ferox pilot I have to agree that it really isn't a PvP ship. I use mine in more of a secondary role as a gang buffer and small ship destroyer. If you have a brutix warp in on you and the guy has a basic understanding of how to pirate your pretty much dead with the setup you have. I don't see any ECCM or a sensor booster, one to stop the other guy from jamming you the other to get him first so if the brutix (or other blaster ship) is fitted correctly you'll have a rough time getting away. Also ships that use blasters also have 2pt scrams so your 1 WCS is going to be a waste as a ferox turns slow, warps slow and in general is a pig to fly.
If your gona be the ganker and want to win you'll want to go in tight, defeat the WCS's and DPS um to death. BTW the MOA with blasters works well for that...
|

Maximus Krysdam
Dark Fusion Technologies Free Space Alliance
|
Posted - 2006.09.08 01:12:00 -
[7]
I must disagree with the other posters as i think the ferox can be an exelent PvP ship.
I have been an avid pirate hunter for over a year now and have engaged in many different situations, both group and solo.
There are two very different ways to handle this situation. Either Passive tanking or Active tanking. Both can be sucessful methods of combat. (their differents are not at debate atm)
There also two different ways of damage. Rails and Missels. (Since your skills pertain to missles I will stick to that side)
Personaly I passive tank a Ferox. I believe its the perfect ship to passive tank in pvp combat due to the natural high restances (with good skills).
Wether you passive or active tank is up to you. There upsides and downsides to both. I suggest you get on the test server and experment with both methods untill your confterable with one.
Active tanking sucessfuly is most likely going to be ceaper than passive tanking.
Since you are doing alot of solo pvp I would say start with an active tank (this way you can fit a scram w/o killing your tank).
You can go with 1 lrg t2 shield booster and a boost amp. (this is a huge cap drain however)(cap relays or boosters work well to combat this) Trade up your extenders for hardners. You should be able to handle any t1 cruiser and smaller. (and other bc's and even can buy you some time from a bs)
An acompless of mine uses 2 lrg SB's an he can run them non stop but he doesnt have any scram/webbers on it.
A passive setup would involve 3 t2 lrg extenders 2 harnders and relays in the lows. It works suprisingly well aginst all but the hardest hitting foes. (a good pilot can tank most moderatly skilled bs solo pilots, especally snipers)
This is not a good hunting setup however as you dont have any scram/web/ecm/escape method. You really need a partner to tackle. it however is good for basic defence (to scare off pirates, many pirates cant tank the guns for ever and rely on fast kills). The good part is if you get nos'ed you dont hurt your tank.
Again the more you pay for your setup the better its gonna be. I would also agree to drop the stab in the low because most pirates will have 2 scrams w/ them (as they like to travel in groups).
I dont think its necessarly a bad thing to put stabs (wich is not under debate) but if your gonna have em i'd say put at least 2 on (might wanna drop a pdu) so you have a better chance of escape.
Max. "...It is that in war the victorious strategist only seeks battle after the victory has been won,whereas he who is destined to defeat first fights and afterwards looks for victory..." |

ChipMo
Caldari The Rat Pack
|
Posted - 2006.09.08 01:14:00 -
[8]
Your trying to do too many roles with one ship.
If you want to go solo in a Ferox stick to the basics, Damage & Defence.
then think about your prey... likely crusers and frigates as your unlikely to stand up to a BS, whatever your setup.
@ above posters, my Ferox would anihalate a MOA or a Caracal. utterly, smashed... I get what your saying they are cheap alternatives but against a decent Ferox got no chance.
-------------------------- RARR
|

Dagam
Dagam Corp
|
Posted - 2006.09.08 02:07:00 -
[9]
Since you're letting them attack you first they'll probably be within 20 km to you when the fighting starts. Try using blasters:
5x heavy ions, 2 heavy missile launchers 1 20km scrambler, 2 large shield extender IIs, 2 invulns 3 mag stabs, damage control
or switch the heavy missile launchers for med nos's but you'll have to switch down to electrons. This setup might not be good enough to take on a cap boosting Brutix but best I could think of. In the drone bay, put 5x light ecm drones if you're expecting cruisers and 5x warrior if you're expecting interceptors.
|

Foulis
Minmatar Chosen Path Lotka Volterra
|
Posted - 2006.09.08 04:24:00 -
[10]
I rate it bad as this is the third ferox thread on this page. ----
Cake > Pie - Imaran Cathath > Imaran - Cathath
Originally by: CCP Hammer Boobies
|

Omega black
|
Posted - 2006.09.08 04:27:00 -
[11]
Thanks everyone for your posts.
Just a little update: I was attacked in a belt by 2 feroxes. The ecm worked as they should have and the shield extenders held out but ultimately I had to warp out (the warp stab worked). Sadly the damage I was dealing didnt do too much to them.
A couple of you suggested that I get rid of the warp stab and replace it. Is placing a 3rd bcs even still viable with the penalty or perhaps another pds in order?
I also think I may switch out a shield extender for a shield booster, maybe I will last longer.
Another one of you suggested putting in blasters, though I dont have the skills for blasters, are putting blasters on a ferox even a good idea with the substantial cap drain and all?
Thanks again for the advice and if anyone has anything to add or suggest, you are most welcome to do so
Sincerely,
Omega black
|

Tunajuice
Demon Womb Xelas Alliance
|
Posted - 2006.09.08 05:33:00 -
[12]
Good luck running a large shield booster on a ferox. You may as well put a capital shield booster on too.
|

Omega black
|
Posted - 2006.09.08 05:41:00 -
[13]
Not so sure about that. Large shield booster served me very well - at least during missions where the medium variety wasnt enough. In your experience for pvp is running a med booster enough to tank player damage?
thanks for the post
|

Tunajuice
Demon Womb Xelas Alliance
|
Posted - 2006.09.08 06:40:00 -
[14]
A ferox with 4 PDS can bairly run hardeners + a medium booster (indefinately). You can only run a large booster for a very short time.
If you are looking to only be able to tank well for a very short time, just throw on something like 3 large shield extender 2s and 2 hardeners with sprs in the low... and you will keep them busy for a while. But if you want to tank a 10 or 25 minute mission without running out of cap, a large booster is not where you want to be.
|

ChipMo
Caldari The Rat Pack
|
Posted - 2006.09.08 13:37:00 -
[15]
Edited by: ChipMo on 08/09/2006 13:48:03
Originally by: Omega black Thanks everyone for your posts.
Just a little update: I was attacked in a belt by 2 feroxes. The ecm worked as they should have and the shield extenders held out but ultimately I had to warp out (the warp stab worked). Sadly the damage I was dealing didnt do too much to them.
A couple of you suggested that I get rid of the warp stab and replace it. Is placing a 3rd bcs even still viable with the penalty or perhaps another pds in order?
I also think I may switch out a shield extender for a shield booster, maybe I will last longer.
Another one of you suggested putting in blasters, though I dont have the skills for blasters, are putting blasters on a ferox even a good idea with the substantial cap drain and all?
Thanks again for the advice and if anyone has anything to add or suggest, you are most welcome to do so
Sincerely,
Omega black
Your DPS should be pretty good with 2 BCU's. Your problem is you got like no tank, the ECMs are eating up your mid slots. 3 BCU's would be a waste due to the harsh stacking penalties, so your pretty much at your DPS limit, you could try & fit an armor tank in you lows, or just do away with the ECM & make a proper shield tank.
Or, you could try & build it into an EWAR platform if you really really want the ECM, but then your not really going to do too well solo.
Originally by: Omega black Not so sure about that. Large shield booster served me very well - at least during missions where the medium variety wasnt enough. In your experience for pvp is running a med booster enough to tank player damage?
thanks for the post
Medium isn't enough... Ferox has plenty of power CPU to fit a Large, the cap sustains it well, with NOS running even better.
Originally by: Tunajuice A ferox with 4 PDS can bairly run hardeners + a medium booster (indefinately). You can only run a large booster for a very short time.
If you are looking to only be able to tank well for a very short time, just throw on something like 3 large shield extender 2s and 2 hardeners with sprs in the low... and you will keep them busy for a while. But if you want to tank a 10 or 25 minute mission without running out of cap, a large booster is not where you want to be.
utter crap. What PvP lasts indefinately?? Your medium booster would get overwhelmed by a frigate for gods sake & your shield gets taken down.
Your tank only needs to last as long as you will be fighting. - And in that time it has to soak up as much damage as possible.
Your medium booster might run for a year non stop, but what good is that to you when I've blown you up in 2 minuites & haven't even broken my shields.... Same applies for the Passive tank, thats a setup I've used a few times & tbh it's ****. without resists you get hit for more damage & with that huge radius you get hit for more damage... so your "regen" has to heal a heck of alot more.
A passive tank will buy you time, but it gets broken by virtually anything... then it's just a matter of time. you also have no means of escape if your pinned down.
Edit: about missions, I run lvl4's with a mate in the Large Booster Ferox setup (that i posted earlyer).... warp in burn out to your max range pick them off. Not had any problems with my cap or tank. -------------------------- RARR
|

Dagam
Dagam Corp
|
Posted - 2006.09.08 14:35:00 -
[16]
I disagree entirely. Any active shield tanking Ferox, especially in PvP will use a large shield booster. 160 cap per cycle for large shield booster II, reduced 10% with shield compensation is not that much. It's 2 medium armor rep IIs in one module. Similarly any active shield tanking BS in PvP will use XL Boosters because that's what you need in PvP: fast repairing.
About the blaster cap usage, keep in mind that since the change, railguns actually take more cap to use than blasters. I think the cap usage on hybrids is not that bad comsidering they do at least twice as much damage as missiles.
|

Viktor Fyretracker
Caldari Worms Corp
|
Posted - 2006.09.08 15:25:00 -
[17]
Ferox can do well in many rolls, but being a BC one might consider its ability to run gang mods and be a frigate swatter if doing group pvp. unless gang mods are total crap.
|

Duban Banned
|
Posted - 2006.09.08 15:38:00 -
[18]
with shield compensation 3, and shield operation 4, you can fit a PVE ferox with 12,938 shields T2 = 16,388. with 4 shield power relays that makes a peak regen rate of 98.7 shields per second. LARGE T2 shield booster "with boost amplifier" = 78 per second at the cost of cap. Now do T2 shield extenders with 4 shield relays = 125 peak shield recharge rate. All with 0 capacitor need. It's great stuff.
|

ChipMo
Caldari The Rat Pack
|
Posted - 2006.09.08 16:20:00 -
[19]
Originally by: Dagam I disagree entirely. Any active shield tanking Ferox, especially in PvP will use a large shield booster. 160 cap per cycle for large shield booster II, reduced 10% with shield compensation is not that much. It's 2 medium armor rep IIs in one module. Similarly any active shield tanking BS in PvP will use XL Boosters because that's what you need in PvP: fast repairing.
About the blaster cap usage, keep in mind that since the change, railguns actually take more cap to use than blasters. I think the cap usage on hybrids is not that bad comsidering they do at least twice as much damage as missiles.
A passive tank'd Ferox won't stand up against a BS. Nor will mine... what mine does that a passive tank doesn't is firstly Resist a hell of alot of damage, & soak up alot of damage. For example if your jumped by like 4 frigates a passive tank's regen will be broken from the get go... all you have is the sheer number of HP points to buy you time. In my experiance not nearly enough time in most cases.
Bleeder setups also *****a passive tank. but the pro's and cons of general Active vs Passive have been disscussed to death in several threads & it's a personal choice... however if you look at what you want a Ferox to do & how you want to use it the Passive tank just doesn't suit it.
Look at what a passive tank acctually does to a Ferox, 1) it takes up your mid slots you ain't going to fit tackling equipment, any kind of speed mod, resists, you could probably squees one of these roles onto a passive tank'd Ferox... but by doing that you won't be getting the 100HP/s recharge that people argue makes this setup worth while.
With the Large Shield booster setup, you can increase your resists so you don't take so much damage to soak up in the first place & you heal near 100hp /s with 1 slot. Meaning you can fit an AB to catch crusers... your main pray, disrputers to stop fleeing.... it doesn't last forever no, but it lasts more than long enough to beat any cruser or frigate, which lets face it is what BattleCruser pilots will be going for. Also, the shields have around a 24hp/s natural recharge on my Ferox which bumps the tank up even more.
then you have extra low slots left over, this could be used for PDU's to increase your cap regen shield HP etc, or BCU's if your after DPS, or like me Nanofibers for Speed & agility - essential when hunting fast ships like Crusers / Frigates.
About the BS, yes a BS will out-tank the Lbooster Ferox, but it will utterly destroy a passive tankd ferox due to 1)low resists, 2) HUGE sig radius. With my booster & speed setup I can run out of a BS' scramble range long before it's beat my Cap... which a passive tank has no chance of doing.
I should add here the differance of the Lbooster to Mbooster... a cruser will overwhelm your mBooster & force you to run it non-stop which is what really kills your cap. this is not good. Most crusers will not overwhelm a Lbooster + resists, so you can let your cap recharge boost - recharge - boost.... this gives that 'indefinite' tank vs smaller targets, But also the ability to take BIG hits if you leave it on constant, at the price of your cap.
-------------------------- RARR
|

Dagam
Dagam Corp
|
Posted - 2006.09.08 17:22:00 -
[20]
I wasn't disagreeing with you I was disagreeing with mr tunajuice
|

Honey Hardcore
The Scope
|
Posted - 2006.09.08 17:43:00 -
[21]
Interesting - I've been lurking these forums for a while and naturally i check on ship set ups. I've found that all ship sucks! This ship stands no chance to that ship, but that ships stands no chance to that other ship..and that other ship..pew! Totally worhtless.
Except the Domi, many people claim the Dominix BS to be quite nice..but then it's labeled overpowered of course. NERF! So..Is there any nice "in between" solo pirate hunting/pirate ships out there? Enough to take on one ship (of roughly equal size) and still be able to get away if a fleet of gankers show up?
|

Omega black
|
Posted - 2006.09.08 20:24:00 -
[22]
thanks again for yor posts and advice,
now im leaning more towards an actively tanked ferox as was suggested by some of you. Previously I was using a passive setup but as was mentioned - and what I experienced, the extra shield hp only buys you a little time (but not enough). Plus it takes too many midslots, in order to get the fantastic regen rates I would have to devote the entire ship to it.
It was also pointed out that I was doing too many roles with the ship, perhaps just active tanking + a warp disruptor would be enough and I would scrap the ecm.
One poster mentioned that they use an ab for pvp. Is this necessary and effective module for the ship to do its pvp job properly? Im looking for those experienced with using them to answer this (keep in mind it is a ferox we are talking about).
Anyone with any insight into my setup and ideas that were brought up in the posts is welcome to respond.
|

Dagam
Dagam Corp
|
Posted - 2006.09.08 20:32:00 -
[23]
I think many people are under the misconception that you need lots of slots for passive tanking, or that passive tanking takes more slots than active tanking. Just because you can use low slots to boost passive tanking, doesn't mean you have to. In fact I recommend against it for PvP. If you do decide to go active shield tank, put on a electrochemical cap booster because it's the win for shield tanking.
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |