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Thoban Theis
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Posted - 2006.12.13 10:02:00 -
[1]
'lo all
Just got back after a really long break, and sees that the destroyers had a pretty hefty facelift in the protective area.
I remember them being too flimsy on armor to be really useful in any solo role, except maybe lvl 1 missions, which you can do in a tier 1 frigate anyways :D
How are they now, with the better armor n'stuff? I'm thinking mostly about the Catalyst, since that is the direction of ships I have skills for atm. Also, this would be for low-sec ratting mostly.
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Aterna
Minmatar M'8'S
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Posted - 2006.12.13 10:06:00 -
[2]
My current catalyst:
8x 125mm railgun II with spike, Iridium, or Antimatter
1x Sensor booster (named) 1x Tracking Computer (named)
1x Signal Amplifier (need lock range bad) 1x MFS II 1x Tracking Enhancer
It hits very well vs inty's at 20km, but absolute ****e at 50km because of the tracking penalties on spike S and my low destroyer skill. I imagine having destroyer 5 would compensate pretty well, along with possibly dropping the MFS for a 2nd tracking enhancer. - - -
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Paigan
Amarr Katsu Corporation Pure.
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Posted - 2006.12.13 11:17:00 -
[3]
Edited by: Paigan on 13/12/2006 11:18:08 Imho they are still pointless.
If you want a wtffrigpwn0r ship, use a passive tanked caracal with 5x Assault Launcher. Hits at 40+ km, does good damage, is almost invulnerable to frigs, costs almost nothing.
Destroyers would be useful if they had something around 50+ km (really effective) range so that they can really engage any frigs in the area while still being pretty vulnerable to bigger ships.
Until then, they're only collector's items and fitting playgrounds for me. -- This game is still in beta stage |

Exiled One
Amarr Imperial Shipment
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Posted - 2006.12.13 11:18:00 -
[4]
Overpowered. It's great being Amarr, aint it? |

Swamp Ziro
EPSILON TEAM Ushra'Khan
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Posted - 2006.12.13 11:25:00 -
[5]
Edited by: Swamp Ziro on 13/12/2006 11:26:57 People miss the point of destroyers.
THRASHER:
7x280mm II (QUAKE S) ---------- 2x Sensor boosters 1x Web ---------- 2x gyro II
1x small +3% dmg hardwiring.
Your objective is get rid of inties. You need 2 volleys. I wouldn't advise a disruptor. Don't reckon they'll have time to decide to warp away.
Originally by: Paigan Edited by: Paigan on 13/12/2006 11:18:08 Imho they are still pointless.
If you want a wtffrigpwn0r ship, use a passive tanked caracal with 5x Assault Launcher. Hits at 40+ km, does good damage, is almost invulnerable to frigs, costs almost nothing.
Destroyers would be useful if they had something around 50+ km (really effective) range so that they can really engage any frigs in the area while still being pretty vulnerable to bigger ships.
Until then, they're only collector's items and fitting playgrounds for me.
They are exceptional for point defense of bigger ships. Sometimes, you just need that interceptor tackling your friend dead FAST like. Sure, you can do it in a caracal, but you can do it better in a thrasher.
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DiggerGraves
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Posted - 2006.12.13 12:09:00 -
[6]
Thing about the destroyers is to use them in pvp the correct way. ie keep them out of the first strike so as they are not called primary. Once the gangs are locked in combat bring them in to fly thru your gang clearing out the taclers and drones. As a solo ship i wish you the best of luck as most assault frigates are going to destroy the ship and kill the pod.
And your right it is great being Amarr
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Thaddeus Brutor
Minmatar Republic Military School
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Posted - 2006.12.13 13:04:00 -
[7]
Originally by: DiggerGraves Thing about the destroyers is to use them in pvp the correct way. ie keep them out of the first strike so as they are not called primary. Once the gangs are locked in combat bring them in to fly thru your gang clearing out the taclers and drones. As a solo ship i wish you the best of luck as most assault frigates are going to destroy the ship and kill the pod.
And your right it is great being Amarr
They make great, cheap salvage ships. :)
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Imhotep Khem
Total Mayhem. Maelstrom Alliance
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Posted - 2006.12.13 13:10:00 -
[8]
No practical use. If you are joining a gang and ask if you should bring a Destroyer, or something else, likely response will be 'someting else.' ____ If your not dyin' your not tryin'. |

Sachi Mai
Amarr Diligentia Sodalitas
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Posted - 2006.12.13 13:31:00 -
[9]
Still finding the destroyers to be a bit too easy to hit by larger ships. This was the main point to their surivablity. The HP boost was great don't get me wrong, the problem is they get nailed by cruisers, battleships and pretty much everything else.
This really rules them out of small gang tactics. Might be better in smaller fleet engagments as proper anti-frigate platforms.
The Interdictors are quite nice though.
Selling Faction ships since, erm 2006. |

Tachy
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Posted - 2006.12.13 13:37:00 -
[10]
They still rock in their indented ^^ role for cheap money. --*=*=*--
The cause for this is not yet known, but we do have a possible fix in testing. by Sharkbait | 2006.09.20 |

Xantina
Elite Storm Enterprises Storm Armada
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Posted - 2006.12.13 13:44:00 -
[11]
Their main purpose is to kill CTRL-Quitters at gatecamps. Some corps use shuttle/pod CTRL-Qs in order to spy out a gatecamp. But although you don't have much time to kill them they CAN be killed, and destroyers are a good tool with their locktime, range and alpha.
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