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Gix Firebrand
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Posted - 2006.09.14 07:54:00 -
[1]
Can anyone suggest a good solo PvP setup?
Probably going to use it for pirating :D
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James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.09.14 08:31:00 -
[2]
5x heavy launcher AB, warp disruptor, sensor booster, tracking disruptor x2 2x BCS
T2/named where you can spare it.
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Gix Firebrand
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Posted - 2006.09.14 08:53:00 -
[3]
So I'm hoping I can kill them before they can kill me?
Hehe.
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James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.09.14 09:04:00 -
[4]
Edited by: James Lyrus on 14/09/2006 09:04:50
Originally by: Gix Firebrand So I'm hoping I can kill them before they can kill me?
Hehe.
That's always the way with PvP in general, and caracals in particular. However if you ensure you pick on turret ships primarily, and choose a damage type different to the 'standard' that rats in the area do, you shouldn't have too many problems.
Obviously this works best against turret ships, Missile boats will be more a problem.
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Jay Rocket
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Posted - 2006.09.14 11:51:00 -
[5]
Edited by: Jay Rocket on 14/09/2006 11:53:02 [ 96 | 37] Heavy Missile Launcher I [29xScourge Heavy Missile] [ 96 | 37] Heavy Missile Launcher I [29xScourge Heavy Missile] [ 96 | 37] Heavy Missile Launcher I [29xScourge Heavy Missile] [ 96 | 37] Heavy Missile Launcher I [29xScourge Heavy Missile] [ 96 | 37] Heavy Missile Launcher I [29xScourge Heavy Missile]
[ 120 | 40] Large Shield Extender I [ 120 | 40] Large Shield Extender I [ 1 | 40] Warp Disruptor I [ 1 | 50] ECM - Multispectral Jammer I [ 0 | 40] Invulnerability Field I
[ 0 | 15] Reactor Control Unit I [ 1 | 25] Damage Control I
A cheap setup just for you :)
If u have fitting probs then drop the Damage Control I for a pds, that should sort it.
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Jon Hawkes
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2006.09.14 13:35:00 -
[6]
How about this one, which requires some moderate Electronics skills:
High: 5 x Heavy Launcher
High: 1 x 20km Scrambler 2 x Multispec ECM II 2 x Sensor Dampener II
Low: 1 x BCU 1 x CPU
The 2 dampeners will bring most of your targets' range to 20km or under, and if the ECM does miss a cycle, your opponent will take ages to actually get a lock on you. Just be sure to cycle the ECMs 10 seconds apart from each other, rather than switch them both on together.
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James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.09.14 14:03:00 -
[7]
I find that the cap on the Caracal really doesn't support running ECMs. *shrug* YMMV.
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Seth Marr
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Posted - 2006.09.14 17:15:00 -
[8]
Edited by: Seth Marr on 14/09/2006 17:16:24 For the high slots, I found that the heavy missles werent nearly as effective short range. I saw them doing max dmg of around 30hp when enemies were under 10km. I put on 2 light missle launchers for close range, was very effective (if they managed to get within that range by the time the heavys hit em).
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Jon Hawkes
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2006.09.14 18:01:00 -
[9]
Originally by: James Lyrus I find that the cap on the Caracal really doesn't support running ECMs. *shrug* YMMV.
Yeah, you really need Electronic Warfare 4 and semi-decent cap skills to hold it for more than 45 seconds, but that should be enough to win a 1v1.
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Dana Barrett
Sanguine Legion Pirate Coalition
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Posted - 2006.09.14 19:08:00 -
[10]
Here's my setup that I like a lot:
Highs: 5x named heavy launchers (I used Limos)
Mids: Warp Disruptor named Medium shield booster EM hardener 2x Large Regolith Shield Extenders
Lows: 2x RCU
It's not the most damage dealing cruiser out there because of the lack of damage mods, but it's still pretty good if you have Caldari Cruiser 5.
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Gix Firebrand
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Posted - 2006.09.14 19:15:00 -
[11]
Thanks guys :D
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