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Sheng Mu
eXin Alliance
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Posted - 2007.01.19 14:16:00 -
[1]
- What the topic suggest's, is it worth the isk..? I've been in a t2 mega pulse geddon for awhile now and it's a wonderful ship 'n all it just can'thave a rack of MP II's AND have any sort of active armor anything going on at once. So, i'll leave that for the small gangs, but, for solo pvp'age, how's the zealot perform?
Also, could you guys help me with a pulse setup for it? The rof bonus makes my nipples erect  Oh and ... would it'd be too much to ask if i could get a DPS chart of the zealot ^_^_^_^_^_^_^?
tank joo <(^_^<)...^(^_^)^...(>^_^)> |

iNsAn3
Viper Squad Mordus Angels
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Posted - 2007.01.19 14:19:00 -
[2]
/me wants to know also Proud Member Of Viper Squad [-VSQ-]
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Brother Tycho
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.01.19 14:27:00 -
[3]
Ive been far from impresed by both the Amarr hacs a couple of heavy nos on you will shut you down fast, some sp invested in drones and recon ships will open up a whole bag of tricks the nanocurse rocks for gurilla work and small teams of pilgrims are fearsome.
SOD Killboard |

iNsAn3
Viper Squad Mordus Angels
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Posted - 2007.01.19 14:34:00 -
[4]
/signed. if you have the skills. curse is better for the pvp side than the zealot Proud Member Of Viper Squad [-VSQ-]
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Wizzkidy
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Posted - 2007.01.19 14:41:00 -
[5]
I can only agree, the curse does everything the zealot does and better (of course with decent drone skills)
+ you can tracking disrupt + nos
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2007.01.19 14:59:00 -
[6]
The Zealot is a great small gang ship, but too predictable as a solo gank ship for my taste. It's also an excellent ratter/mission runner, but that's not really my cup of tea.
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DarkElf
Caldari DJ's Exotic Dancers Escorts
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Posted - 2007.01.19 15:08:00 -
[7]
Originally by: Wizzkidy I can only agree, the curse does everything the zealot does and better (of course with decent drone skills)
+ you can tracking disrupt + nos
not true at all. the zealot out damages the curse by far and can field a better tank.
i don't rally like the zealot for solo as if u fit web,scram and ab which u really need, u don't have room for a cap injector. however for group u can drop the web and fit something like this
4 heavy pulse II's small nos
scram medium cap injector 10mn ab
medium rep II 800 plate rcu energised thermic membrane II EANM II rcu 2 heat sink II's
it can work solo as well but not having a web will make u very prone to faster ships and will also make u lose lots of targets because they simply get away.
DE
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Linavin
Mercurialis Inc. Interstellar Alcohol Conglomerate
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Posted - 2007.01.19 15:10:00 -
[8]
The Zealot is a great solo belt pirate. Sure the curse is better, but considering your targets it dosen't really matter. The only time i've ever lost a zealot to an npcer was one with a precision torp pre-nerf ECM Raven with a geddon buddy who jumped in a minute into it. Most npcers will die to anything larger than a destroyer (and thats giving a few credit) ---
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Mekarae
Amarr BGG
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Posted - 2007.01.19 15:25:00 -
[9]
Zealot is good if you choose your fights carefully. It has a good tank and nice damage output especially against ravens who are tanked for kinetic/thermal (guristas/serpentis). Suffers a little because of the mid slots. If you fit a web then no cap boosters and visa-versa. The curse, however, is more flexible but doesn't have the dps or tank (because if you fit 2 x TII med armour reps you run out of cap when they do - not so good against missile or projectile oppenents).
Personally I prefer the Curse because it's cheaper. Losing Zealots is an expensive proposition.
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Ruah Piskonit
Amarr PIE Inc.
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Posted - 2007.01.19 15:37:00 -
[10]
I love the Zelot, it hits hard, it hits fast and it has good resistances and armor. You can keep out of web range and do very good damage if you please, but at those ranges, the scram/web don't come into play. With a beam setup, you can hit from 140k or so - which is fleet distances.
If you are looking for a pure solo machine, recon ships are better. But if you are in any size of gang (2+), the zelot hits harder, with more direct damage, and more thrill.
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Goumindong
Amarr Merch Industrial
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Posted - 2007.01.19 15:47:00 -
[11]
Originally by: Ruah Piskonit I love the Zelot, it hits hard, it hits fast and it has good resistances and armor. You can keep out of web range and do very good damage if you please, but at those ranges, the scram/web don't come into play. With a beam setup, you can hit from 140k or so - which is fleet distances.
If you are looking for a pure solo machine, recon ships are better. But if you are in any size of gang (2+), the zelot hits harder, with more direct damage, and more thrill.
I dont know what Zealot you are thinking about...
Assuming no stacking penalty on modules a Heavy Beam Zealot hits 123 km... ---------------------------------------- Thou Shalt "Pew Pew" |

iNsAn3
Viper Squad Mordus Angels
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Posted - 2007.01.19 16:37:00 -
[12]
Originally by: Goumindong
Originally by: Ruah Piskonit I love the Zelot, it hits hard, it hits fast and it has good resistances and armor. You can keep out of web range and do very good damage if you please, but at those ranges, the scram/web don't come into play. With a beam setup, you can hit from 140k or so - which is fleet distances.
If you are looking for a pure solo machine, recon ships are better. But if you are in any size of gang (2+), the zelot hits harder, with more direct damage, and more thrill.
I dont know what Zealot you are thinking about...
Assuming no stacking penalty on modules a Heavy Beam Zealot hits 123 km...
/signed. The zealot is a close range ship hands down... medium at most.
sofar so bad for the zealot. geuss ill just stay in my curse :) Proud Member Of Viper Squad [-VSQ-]
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Slaptastic
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Posted - 2007.01.19 18:37:00 -
[13]
What im about to say will spark a lot of controversy (my stuff normally does ) But I firmly believe a well skilled Zealot pilot would kill a well skilled Curse pilot.
Now assuming both were in a belt, even at 20km, fight starts with zealot using pulses and scorch ripping the curse apart, then when he starts to MWD around you at 15-17km to use nos, you break his tiny 4 slot paperthin tank and *****him before your cap hits 0 directly.
If your using an 800mm plate then you may not have to use your rep until the fight is over, assuming you kill him quickly you may find yourself just under half armor, so you can save your cap.
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PriceCheckMax
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Posted - 2007.01.19 18:47:00 -
[14]
Edited by: PriceCheckMax on 19/01/2007 18:43:13
Originally by: Slaptastic What im about to say will spark a lot of controversy (my stuff normally does ) But I firmly believe a well skilled Zealot pilot would kill a well skilled Curse pilot.
Now assuming both were in a belt, even at 20km, fight starts with zealot using pulses and scorch ripping the curse apart, then when he starts to MWD around you at 15-17km to use nos, you break his tiny 4 slot paperthin tank and *****him before your cap hits 0 directly.
If your using an 800mm plate then you may not have to use your rep until the fight is over, assuming you kill him quickly you may find yourself just under half armor, so you can save your cap.
Curse has like 4-5 HEAVY NOSF from 30KM(more if he uses neut) on you. On top of that he tracking distrupts you to utter zero.
Zealot is like the IDEAL opponent for a curse.
It is so one sided that it even makes most Zealot people cry :S
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Morden Nok
Cohortes Vigilum Curatores Veritatis Alliance
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Posted - 2007.01.19 19:08:00 -
[15]
No decent Curse pilot would die to a zealot. Zealot is extremely vulnerable to a) cap warfare b) Tracking disruptors. Which are the main weapons of Curse.
Few TD's on that zealot, and it won't hit anything. Zealots optimal with Scorch drops to around 3-4 km with 2 TD's on it, with Conflag it's far less than 1 km. Zealot will not have cap to run it's lasers, reppers or AB/MWD. Basically it would be extremely one sided battle. Cap injector wouldn't save Zealot as Curse has very good Nossing ability. Depending on setup anywhere from 1-9 Hvy nos (last number requires 2 med neuts)
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Setana Manoro
Gallente The Scope
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Posted - 2007.01.19 19:30:00 -
[16]
Edited by: Setana Manoro on 19/01/2007 19:29:18 Curse has 4 Medium NOS that efficiency wise are equal to Heavy NOS and with Recons 4 you get a little over 30km. Then there is the EW factor, most Curse's i fought even in gank or just 1;1 use either tracking disruptors or sensor dampeners - 4 Phased Muons with good skills are pretty much painfull. Lasers are heavily based on optimal, they practically have no falloff and 2 Balmers with good skills will kill you're range. Against a Curse with a Zealot you live if you have a cap injector and MWD as you can get out of range fast - that is if the Curse pilot is not that good and has no faction warp disruptor as you only get one burst on the MWD before you're cap dissapears.
For solo piracy, avoid fighting Curse or Pilgrim. Deimos i found are easy to kill if they have blasters fitted. The reason is simply that the Deimos is much heavier then the Zealot and eventually it will run out of cap while you sit comfortably at 15km taking away his armor. Also, a Deimos can't fit Neutrons - full rack i mean, and not even those with null can reach 15-17km. Haven't fought a dual 150 rail Deimos yet, that should be interesting. Vagabonds, they are interesting ... i lost to a Vaga with 5 ECM light drones and Medium Shield Booster. Those little devils kept me 45-50% of the time with no lock. A Vaga with Gistii A-Type SB and 19km medium nos would probably rock. Haven't fought a good Vagabond pilot yet, but i expect to either lose as i have little experience.
Ravens are fun, especially when fitted for ratting Guristas, Serpentis, Angel as some of them have no resistance on EMP. :)
PS: You can't fit the 4x Heavy Pulse II setup with cap injector + mwd + 800mm plate unless you have AWU 4.
PPS: Avoid Ishtar's ... either too hard to kill if they have no MWD, but with MWD they have a pretty decent speed, and if they are also i-stabbed ... :( --------------------------------------------------
Always look on the bright side of life. :) |

Sheng Mu
eXin Alliance
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Posted - 2007.01.20 00:33:00 -
[17]
(was sleeping)
Well, i know damn well that the curse and pilgrim, hell, many of the recon's are built to solo. Hence 'recon'..but i don't have 6.6m SP in Drones or E-war either. I know i'm seriously gimping my character by ONLY sticking with the "IMA CHARGIN MA LAZORS" side of the amarr, but, that's what i like.
So, from what i've gathered the zealot CAN be a piwate sheep it's just too vunerable from the current eve game tactics, nos, nos,nos..and nos (As all amarr ships are ). Although the zelly does outdamage a curse by like a triwwion that doesn't matter too much without cap or having the tracking abillity of a revelation
/me trains electronic upgrades and 78 different drone skills <(^_^<)...^(^_^)^...(>^_^)> |

xPreatorianx
Caldari Tears of Redemption The SUdden Death Squad
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Posted - 2007.01.20 00:46:00 -
[18]
Do what im doing on my alt specing in cruisers/BCs. that includes t2 i havent stepped foot in a bs on my alt and probably never will. Btw curse rule but i still love my zealot :D
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Nir
The Doldrums
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Posted - 2007.01.20 00:53:00 -
[19]
Originally by: Sheng Mu I know i'm seriously gimping my character by ONLY sticking with the "IMA CHARGIN MA LAZORS" side of the amarr, but, that's what i like.
There is nothing wrong with lasers apart from slightly high fitting requirements. Good fitting skills help out in that respect though.
If its LAZORS you want (WRYYYYYYYYYYY! DESU DESU DESU DESU DESU *cough*) then Harbringer is a good ship. Damage bonus, 50m¦ dronebay and four medslots, can't go wrong with that.
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meh meh
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Posted - 2007.01.20 07:22:00 -
[20]
Edited by: meh meh on 20/01/2007 07:20:45 Jeeez A well fitted zealot can be a mean solo ship.
Ever considered zealot's speed? and its range bonus?
Just need to invest a lil bit of iskies and u get a nice solopwnmobile
4x Heavy Pulse II [w/Scorched]
10mn MWD II, TS disruptor, Injector
Med repper, 2x Eanm 1x Therm active, 3x Heatsink (or drop 1 heatsink for dmg controll or cap relay)
Rigs: Cap rig, Armor rigs... watever 
stay outside BS nos range and pew pew them, vs drone ships just burst mwd for drones to miss ya, Heavy drones have bad tracking.
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Mr Peanut
Crimson Star Empire
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Posted - 2007.01.20 08:08:00 -
[21]
The Curse is one of the only ships bigger than a frigate that can fit a 1-to-2-slot "standard" tank and still wtfpwn. It's so righteous.
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Kather
Amarr Total Mayhem. Aftermath Alliance
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Posted - 2007.01.20 12:19:00 -
[22]
Originally by: meh meh Edited by: meh meh on 20/01/2007 07:20:45 Jeeez A well fitted zealot can be a mean solo ship.
Ever considered zealot's speed? and its range bonus?
Just need to invest a lil bit of iskies and u get a nice solopwnmobile
4x Heavy Pulse II [w/Scorched]
10mn MWD II, TS disruptor, Injector
Med repper, 2x Eanm 1x Therm active, 3x Heatsink (or drop 1 heatsink for dmg controll or cap relay)
Rigs: Cap rig, Armor rigs... watever 
stay outside BS nos range and pew pew them, vs drone ships just burst mwd for drones to miss ya, Heavy drones have bad tracking.
thats the way to do it. with cap booster 800's u can run everything.
personaly i use focused mediums and and 800mm plate
u can shoot from 30k and keep the range against most targets in belts due to the speed of the ship
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Setana Manoro
Gallente The Scope
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Posted - 2007.01.20 12:36:00 -
[23]
Actually you can fit Heavy Pulse II, but you need AWU 4 for it. :) You'll have no NOS to speak of though. --------------------------------------------------
Always look on the bright side of life. :) |

ArmyOfMe
Hybrid Syndicate
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Posted - 2007.01.20 13:07:00 -
[24]
use a officer scram to stay outside heavy nos range and your good to go. the zealot is a awsome pvp ship tbh
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Kather
Amarr Total Mayhem. Aftermath Alliance
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Posted - 2007.01.20 13:09:00 -
[25]
Originally by: Setana Manoro Actually you can fit Heavy Pulse II, but you need AWU 4 for it. :) You'll have no NOS to speak of though.
not with a mwd (i cant anyway)
run out of both cpu and grid after the 3rd heavy pulse II
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.01.20 13:34:00 -
[26]
Originally by: DarkElf not true at all. the zealot out damages the curse by far and can field a better tank.
Yes & no.
The zealot can deal more base dps than the curse and it can tank better on the first glance, yes.
But who does more effective dps - the zealot vs a target which has boosters/reps and harderners running or the curse vs a target which hasn't? Also, who tanks better, the zealot vs a BSs guns/launchers and drones or the curse vs its drones (assuming it sends them on it in time) because the BS got dampened to 12k targeting range?
Originally by: Sheng Mu but i don't have 6.6m SP in Drones or E-war either.
With 1 mil SP in drones you do 80% of the maximum dps for t2 light & medium drones. With 2 mil SP (drone interfacing 5) it's 90%. As far as weapon systems go drones do not need much SP to get effective. At least the light & medium ones, heavies are another thing. But, while possible to use with the amarr recons they are IMO not a too good idea.
EW, similary, get the damperner & tracking disruptor base & spec skill to lvl 4 each and you'll be just fine, 750k SP. Although you need to invest about as much to be able to fly the recons in the first place (elec upgrades and sig analysis 5).
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Audemed
Evisceration. Storm Armada
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Posted - 2007.01.20 14:57:00 -
[27]
Zealot's great for solo, just be careful not to engage cap warfare ships (domi/phoon/curse/pilgrim/myrm/etc) inside nos range, the scorch ammo lets you do that. If you're up for going all out at 30km, buy a TS/domination disruptor and you can keep them pinned down at that distance too. ------ Currently stationed in Iraq, 280 days left to go!
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