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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.04 13:36:00 -
[1]
Originally by: Aem Thats not what he is asking for Zhaine, seriously who the hell relies on Ryysa's good on (paper setups, crap in practical)
Now seriously IBR.
And considering the curse setup he posts regulary is actually originally mine (although I bet someone else used it before me) I take offense It works extremly well in practice.
About using a "NOS-Arbitrator".. it depends. To practise for a pilgrim, maybe, but most definately not for a curse. The NOS range bonus changes your tactics BIG time.
Personally, assuming you have friends I would recommend doing a few mock fights with them. That gives you the best feeling how it will perform without having to buy a new ship each time you notice that a setup is a stinker.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.04 16:54:00 -
[2]
1v1 you have surprisingly good chances against a huginn/rapier, btw.
There are only 2 counters which will enable them to kill you - they have a cap injector (pretty rare from my experience) - they have 3 damps or 2 damps + 2 damp rigs and dampen you down before you can dampen them (especially the latter can happen mow and then)
If neither of this is the case they will web you, but will be out of cap after 12 secs. Then you should be able to get range to around 22k where they won't be able to target you. Game over for them then (well, unless they have FoF missiles with them if it's an huginn). You just have to be careful that they do not kill your drones so you have to call them back every 30 (hug) or 45 (rap) seconds.
If you use a nanocurse definately get the 3% base & MWD speed implant and Zor's HYPER-link. Thats together around 40 mil and will give you a 10% speed boost.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.04 22:43:00 -
[3]
Around 25%. Speed AND agility.
10% more if use invest into the 3% speed, mwd efficiency and zors hyper-link implants.
If you want to use a "bargain" setup use 2 agility rigs and istead 2 istabs 2 nano2, but they won't give you the top performance. Better than flying around without rigs at all though.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.06 17:37:00 -
[4]
Well, actually, a nanocurse is an excellent tackler against badly fitted carriers. I myself solo tackled 3 carriers which were killed eventually for 5-20 mins until the cavallery arrived.
A carrier without sensorbooster is dead anyway since he will get damped below 20k. If he has one sensorbooster it depends on the carrier and the skill/equipment lvl of the nanocurse. A nid is easy to get to 23.5k with damp spec 4 which gives plenty of room to tackle it with a 28k scram. A chim on the other hand will be at 29.7 which is problematic. If you have 5 in the spec you can get it to 26.2, though, which again gives you room too tackle (although you have to be careful and a 30k scram would make it far easier).
If they are smart and have 2 SB2 you won't be able to dampen them down, but that is again not that a huge problem. If they nos you 1 of your nos will counter 1 of theirs. 2 nos to counter 1 large neut though. You need 1 uncountered nos to sutain MWD + scram. Fighters are a joke, even the minnie ones can be easily speedtanked without snakes and t2 equipment, as can heavy drones. Vs medium drones you will have problems with valks since they can *just* reach you. But that does not matter much since hobgoblins will deal much more dps vs you anyways. To speedtank these you will need snakes. However, even with max skills and domi MWD and the best implants you won't be able to speedtank warrior2s solo. Works with the 10% speed boost from gang boni though. Or you could just try to tank them if he is not nossing you and you have a shield booster. Even 13 war2 do only around 30 dps after the curses shield resistances. Easily done with a t2 medium shield booster. Don't try that with hobgoblins, though, if you cannot speedtank them 
Soooo..generally: carrier tackling with the nanocurse - carriers sends fighters or heavies at you: /point /laugh - carrier nosses you and you start to loose cap: get out - carrier deploys *small* drones (or valk2s if you have 3.2k or less orbit speed) and you have not the means to speed or shieldtank them: get out (know what your ship can and cannot do BEFORE you engage)
If you have some experience with the ship I would definately recommend to try to tackle any carrier you find solo (or with an escort which cannot do anything to you). Really the only way where a carrier can kill you *if* he can counter you is if he has a faction web with a range of 30k or more fitted (you should always tay 25k or more away from it regardless, so a 25k won't do much).
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.06 19:16:00 -
[5]
Depends on the gang. In a large gang where the curse has an higher probability to get shot at (since everyone hates nos, even though it has not much of an effect there) a shieldtank is prolly better.
Not that I would active tank a curse, at least not without spending 200-500 mil on a faction booster. On the t2 lvl using 2 LSE2 is far better than using 1 LSE2 and 1 LSB2.
Even with an EW setting I would always use one LSE2 on a curse, unless you use an armortank.
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