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Don K
untaught Ka-Tet
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Posted - 2007.01.25 23:10:00 -
[31]
I fly a frlycatcher my self. And dam I love that shib(Interdictor).
But yeah, I did not like the t1 destroyer.
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Phish1
Liberty Forces Ratel Alliance
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Posted - 2007.01.25 23:25:00 -
[32]
thrasher 4TW!!!!!
as a pilot that flys primerily frigs and destroyers (T1 and T2) they are sexable.
im used to popping fast, so destroyers arent a worry, they have enough HP for me to kill an inty most of the time without goung boom before the inty leaves or pops, and in a gate camp you WILL kick serious frig butt.
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mallina
Caldari Infinitus Odium Curse Alliance
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Posted - 2007.01.26 01:05:00 -
[33]
Edited by: mallina on 26/01/2007 01:01:43 t2 fit 8x DLB Coercer has plenty of firepower and tracking at decent range. in gangs, it WILL make short work of the frigs and inflict heavy damage upon cruisers, but out of gangs it dosent do much except, well, die
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Father Weebles
Repo Industries
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Posted - 2007.01.26 02:45:00 -
[34]
thrasher ftw
"Welcome to EVE, where inflation is out of control."
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Szprinkoth Sponsz
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2007.01.26 03:57:00 -
[35]
Originally by: Sienis Edited by: Sienis on 24/01/2007 16:39:15 its a great support ship, not to forget its TII version. i wished ISS' kb was public, then i could show u some mails from a guy who ganked loads of ships in his sabre during the iss/iac war.
You mean CHONGUS? Yep, it was a Sabre. I remember after one fleet engagement between IAC and ISS on a gate a few jumps from ZIXC-7 we retreated a few jumps only to drop in on a CHONGUS camp. I think he killed a few pods and ships before we managed to get away... and this was a sizable fleet
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Viktor Fyretracker
Caldari Worms Corp
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Posted - 2007.01.26 04:10:00 -
[36]
Destroyers are cool but they still need a little bit of love. sadly that love wont come thanks to the disaster that is AFs. see if destroyers get the needed love they would be better then an AF and the AF lobby is stronger then the destroyer lobby.
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Foulis
Minmatar Chosen Path Lotka Volterra
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Posted - 2007.01.26 04:53:00 -
[37]
Originally by: Sienis Edited by: Sienis on 24/01/2007 16:39:15 poor dmg output?
Thrasher: 7x 280mm arties 2x tracking comp, 1x sb 2x gyros
(not 100% sure on the setup at the moment)
its a great support ship, not to forget its TII version. i wished ISS' kb was public, then i could show u some mails from a guy who ganked loads of ships in his sabre during the iss/iac war.
its a great ship, but u have to know how to use it. most people prolly lack that knowledge...
edit: not sure if it was a sabre... maybe caldari interdictor? not important anyways..
Essentially my thrasher setup, but I like to use dual web instead of dual tracking comp (works better for 15km and less, which is where alot of inties go when you solo). ----
Originally by: Nikolai Nuvolari NO WORDS IN THE ENGLISH LANGUAGE ARE SPELLED WITH THE NUMBER "8" IN THEM GODDAMNIT!
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mematar
The Raven Warriors
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Posted - 2007.01.26 07:46:00 -
[38]
Originally by: Foulis
Originally by: Sienis Edited by: Sienis on 24/01/2007 16:39:15 poor dmg output?
Thrasher: 7x 280mm arties 2x tracking comp, 1x sb 2x gyros
(not 100% sure on the setup at the moment)
its a great support ship, not to forget its TII version. i wished ISS' kb was public, then i could show u some mails from a guy who ganked loads of ships in his sabre during the iss/iac war.
its a great ship, but u have to know how to use it. most people prolly lack that knowledge...
edit: not sure if it was a sabre... maybe caldari interdictor? not important anyways..
Essentially my thrasher setup, but I like to use dual web instead of dual tracking comp (works better for 15km and less, which is where alot of inties go when you solo).
QFT! Same setup I use too, except I have MAPC instead of other Gyro II because of only AWU lvl 3, and I prefer to use 2 webs and tracking computer instead of 2 tracking computers too.
This thing will shred ceptors apart!
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Deacon Hasp
Hunters Agency Firmus Ixion
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Posted - 2007.01.26 09:23:00 -
[39]
/me hugs his thrasher.
6x 280 T2, 1x250 T2 (awu4 ftl ) 2x SB T2, 1x TC T2 2x gyro T2
cepter pilots will cry about your lock speed
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Mezitt
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Posted - 2007.01.31 19:09:00 -
[40]
I just started playing EVE two weeks ago, and I need some help. I have an Amarr Coercer.
I finally started Level 2 missions. (It took me forever to get to this step, I think because the agent corp I latched into was Caldari, so my initial standing was low, but I'm not sure.) I've tried and tried, but I cannot seem to beat the boss mob of my second: a Dire Pithi Demolisher.
I use a Cold-Gas I Arcjet Thurster, a Small Armor Repairer II, Tracking Enhancer I, Energived Adaptive Nane Membrane I, and a 400mm Reinforced Rolled Tungsten Plates I. My regular setup for high slots is 7 Dual Light Pulse Laser I with 7 Radio S crystals, and a Salavager I, but that leaves me with an optimal range very close to the NPC's. I haven't been successful trying to go toe-to-toe with him. I tried using a higher damaging crystal that requires moving in closer, but I take so much damage while trynig to get in range. I also tried switching to 280mm Prototype I Siege Cannons, of which I can only use five at a time, with the longest range standard ammo (carbon, I think). That setup works, in that I can kite him forever and not die, with my capacitor recharging quickly enough that my Small Armor Repairer II can keep up with his missile damage forever, but my howitzers aren't doing enough damage to keep pace with his regeneration.
Is the problem my skills? I spent a lot of my training time on Learning / Refining, so my fighting skills are dubious:
1 - Electronic Warfare 2 - Electronics 1 - Electronics Upgrades 1 - Long Range Targeting 1 - Signature Analysis 3 - Survey 1 - Targeting
1 - Energy Emission Systems 2 - Energy Grid Upgrades 1 - Energy Management 1 - Energy Systems Operation 5 - Engineering 1 - Shield Operation 1 - Shield Upgrades
1 - Controlled Bursts 2 - Gunnery 1 - Motion Prediction 1 - Sharpshooter 1 - Small Energy Turret 2 - Small Projectile Turret 1 - Weapon Upgrades
2 - Industry 1 - Jaspet Processing 1 - Kernite Processing 3 - Mass Production 2 - Mining 1 - Plagioclase Processing 2 - Pyroxeres Processing 1 - Refinery Efficiency 5 - Refining 2 - Scordite Processing 1 - Veldspar Processing
4 - Analytical Mind 3 - Eidetic Memory 1 - Empathy 5 - Instant Recall 1 - Iron Will 4 - Learning 3 - Logic 1 - Spatial Awareness
1 - EM Armor Compensation 3 - Explosive Armor Compensation 4 - Hull Upgrades 2 - Kinetic Armor Compensation 5 - Mechanic 4 - Repair Systems 2 - Salvaging 2 - Thermic Armor Compensation
1 - Missile Launcher Operation 1 - Rockets
1 - Afterburner 1 - Navigation 1 - Warp Drive Operation
1 - Cybernetics 3 - Laboratory Operation 2 - Research 3 - Science
2 - Connections 3 - Social
3 - Amarr Frigate 1 - Amarr Industrial 1 - Destroyers 3 - Spaceship Command
2 - Trade
If the problem is my skills, which ones will have the most impact for this fight, for the least amount of learning time?
I'm down to my last million after both splurging on implants, and buying tons of different configurations in order to beat my last mission, so starting over with a new ship isn't really an option, at least not this week. Should I be looking at specific hardeners / membranes? What is the perfect Coercer setup to beat this specific mob?
Thanks in advance for any and all help.
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Emperor D'Hoffryn
No Quarter. C0VEN
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Posted - 2007.01.31 19:41:00 -
[41]
Edited by: Emperor D''Hoffryn on 31/01/2007 19:42:52 Edited by: Emperor D''Hoffryn on 31/01/2007 19:37:48
Originally by: Mezitt I just started playing EVE two weeks ago, and I need some help. I have an Amarr Coercer.
I finally started Level 2 missions. (It took me forever to get to this step, I think because the agent corp I latched into was Caldari, so my initial standing was low, but I'm not sure.) I've tried and tried, but I cannot seem to beat the boss mob of my second: a Dire Pithi Demolisher.
You are fighting guristas....That specific gurista is a tech2 ship...not the same as a harpy but based on it. Here are its stats:
Shield: 725hp Resistances: EM: 85%, Expl: 79%, Kin: 64%, Therm: 72% Shield Boost Chance: 35%, Amount: 58hp, Duration: 5 second(s)
Armour: 450hp Resistances: EM: 85%, Expl: 79%, Kin: 64%, Therm: 72% Armour Repair Chance: 35%, Amount: 0hp, Duration: 10 second(s)
you are doing the WORST damage types possible. You can either try fitting for more damage (killing your tank) trying nos (reduces but does not eliminate the npc's tank) fitting ACs to your ship (less fitting reqs then lasers, and your choice of damage types) or moving to amarr space and using amarr agents, and fighting sanshas...where you will have no problems at all.
*edit*
you can try howitzers again, if you need the range, but use this ammor:
http://www.eve-online.com/itemdatabase/shipequipment/ammunitioncharges/projectileammo/standardammo/small/182.asp
titanium sabot s
it does the most kinetic damage of all the ammos. And remember, projectiles are not about optimal range, but about falloff...your range is longer then you think.
Originally by: Snuggly It's just so great to have an actual reason to not die, incentive is fantastic!
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Saarin
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Posted - 2007.01.31 20:04:00 -
[42]
Yep... you chose the wrong pirates to fight with Energy weapons....
You can mess around and find a different fit and still take a loooooong time to kill them, or ya can go and find an Amarr agent in Amarr space.
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Almarez
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Posted - 2007.01.31 20:51:00 -
[43]
Here is the thing. Training up destroyer skill is only useful if you want to use interdictors. So many people don't like to take the time. Aside from that, they are very weak ships. In my experience, there are many frigs that can easily take down a destroyer by themselves rather easily. Cruiers have no issues with them. Even with the hit point boost they are still rather thin and cannot take much damage.
Also, they are very hard to modify. The Coercer (Amarr) has one mid slot. So you can fit just an ab/mwd, webber, or warp disrupter but not more than one. The Comorant (Caldari) has one low slot, so it limits the damage mods that can be added for the guns. The Catalyst (Gallente) is slightly more flexible with 2 mid and 3 lows but that still doesn't leave much flexibility. Finally, the Thrasher (Minmitar) has 2 lows and 3 mids. So none of these really allows for the flexibility to take down fast flying frigs while surviving at the same time. Considering there are so many cruisers that go for only a couple million isk more that can handle that task so much better people usually opt to train for those. Especially since training cruisers skill to level 5 opens up so many possiblities for T2 ships.
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Vicious Phoenix
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Posted - 2007.01.31 22:34:00 -
[44]
Originally by: Almarez Aside from that, they are very weak ships. In my experience, there are many frigs that can easily take down a destroyer by themselves rather easily. Cruiers have no issues with them. Even with the hit point boost they are still rather thin and cannot take much damage.
You don't have to take damage when you 1 volley frigs I love popping inties faster than they know what happened in a destroyer.
CFW (Certified Forum Warrior) I kill people ingame too. |
Mezitt
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Posted - 2007.01.31 22:51:00 -
[45]
Edited by: Mezitt on 31/01/2007 22:53:02
Quote: trying nos (reduces but does not eliminate the npc's tank)
What's a nos?
Quote: fitting ACs to your ship
AC is...? Auto Cannon or Artillery Cannon? I have a set of 250mm Light Artillery Cannon I, but the range on them wasn't as good as the howitzers. I can try them again with the ammo you recommended.
Quote: projectiles are not about optimal range, but about falloff...your range is longer then you think.
Can you elaborate? I don't know how falloff or range vs. damage system works. Is there a guide somewhere?
Thanks.
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O'olish Amaneh
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Posted - 2007.01.31 23:30:00 -
[46]
What's a nos?
Nosveratu, energy vampire, can be found under engineering equipment.
ACs are autocannons. As for the ammo type i'll talk about that after falloff.
I don't know how falloff or range vs. damage system works. Is there a guide somewhere?
Yes there is a guide, don't have the direct link but it's in the FAQ. Optimum range, this is the distance where your guns to full damage to a stationary target.(not taking tracking into account). Falloff is half the range where your damage falls from 100% to 0%. So your maximum range is: (Optimum + 2xFalloff).
The range modifiers for projectile ammo, only applies to optimum range. Since the falloff range on projectiles is large compared to the optimum the range modifiers actually have little effect, especially on autocannons. Therefore for T1 use emp most of the time.
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Krulla
Minmatar Queens of the Stone Age Anarchy Empire
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Posted - 2007.01.31 23:43:00 -
[47]
The problem with destroyers is, people assume they are the natural progression from frigates, and thus noobs jump into them.
Destroyers are not, by any means, noob ships. They require a lot of gunnery and support skills to use effectively. They are fearsome damage dealers in frigate wolfpacks. Sigs are for noobs. |
Ratey
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Posted - 2007.02.01 01:29:00 -
[48]
Originally by: Krulla The problem with destroyers is, people assume they are the natural progression from frigates, and thus noobs jump into them.
Destroyers are not, by any means, noob ships. They require a lot of gunnery and support skills to use effectively. They are fearsome damage dealers in frigate wolfpacks.
Yeah, that happened to me, lost one Thrasher then went to cruisers.
Much later on, when interdictors hit the scene I had to get one.
Sabre w/ 7x 200mm II and Hail ammo can give me 250 dps (add 1 rocket launcher) With IS in the lows, it goes over 4800ms.
I usually cruise around with cloak, salvager, 3x 200mm IIs and 2x rocket launchers
works fine on angel BC rats. Not really set up for pvp.
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Caios
Caldari
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Posted - 2007.02.01 01:33:00 -
[49]
they float like a bee, sting like a butterfly
at least comparatively speaking. salvaging, on the other hand, is a different matter.
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6Bagheera9
Shadows of the Dead Aftermath Alliance
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Posted - 2007.02.01 01:54:00 -
[50]
Destroyers are 100% gank ships and are thus harder to fly and don't fare well solo againist anything they can't kill in one or two vollys. They are also somewhat SP intensive as you need to maximize tracking, range, and alpha strike in order to be really effective. That being said, they are great anti-tacklers for gangs, ideal for ganking shuttles/pods, and capable of destroying expensive tech II frigs at low cost to yourself. Personally I think they need more mid/low slots to support tracking/tackling gear and field a better tank to compensate for their slower speed and larger signature radiss relative to frigates. An alternative would be to make them faster and lower their signature radius. Destroyers should not be great tankers, RL ones aren't, but they should at least be able to mount a repper without gimping your damage or ability to track, lock, or webb/scram. Interdictors are completely different animals are crucial to 0.0 PvP. Everyone cheers when a friend dictor pilot shows up.
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2007.02.01 02:34:00 -
[51]
As said above me, destroyers are gank ships, I don't think that the speed or the sig radious is the issue, it is that damn 25% Rof penalty that they have. 'dictors don't have them, but you have to fit undersized uns on them becuase they are all PG gimped.
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Tiberyya Za
Gallente Bellum Aeternus Storm Armada
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Posted - 2007.02.01 04:01:00 -
[52]
1) The bonuses non-Minmatar destroyers have are to range, but sniping removes the most valuable defensive asset of small ships, transversal. Range is also the least use against its target quarry, small ships, as they can cover the distance most easily.
2) As Audri Fisher said, the problem is the 25% penalty to rate of fire, making them effectively have only 6 small turrets. Only the Thrasher has a damage bonus.
Compare frigate * Kestrel V: 4 weapon slots x 1.50 damage mod (kinetic) = 6
Destroyer * Cormorant V: 6 weapon slots x 1.0 damage mod = 6
Cruiser (medium weapons do twice the damage of a small) * Osprey V: 4 weapon slots x 2 x 1.0 damage mod = 8 equiv. small slots * Caracal V: 5 weapon slots x 2 x 1.25 damage mod = 12.5 equiv. small slots
362x120 pixels. 23.55KB |
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