
jilahed
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Posted - 2007.07.17 09:28:00 -
[1]
Edited by: jilahed on 17/07/2007 09:32:15 Basically i use one out of two:
His: 2 x med nos, 1 x neut
meds: web, scram, 2 x td, cap inject
lows: dual rep, kin, therm hardener, eanm or dmg control
maybe needs a pg rig not sure atm, otherwise rep rigs would be good
You can permatank 5 x heavy drones unbonused. This has proven invaluable for me as i can't shut down drones really. I can try to kill them but scoop+redeploly make it near-impossible in closerange which is where pilgrim belongs. In my experience 2 x td works well enough to evade most turret damage(on *large* turrets!), but the drones can be your doom. Better would be faction rep(corpum or how its called) + plate ofc, because with so low hp burst damage can *really* hurt. Not so good against missile boats obviously.
Or:
His: 2 x med nos + med neut or 3 x med nos Meds: web, scram, 2 x damp, ecm burst lows: med rep, kin, therm hardener, eanm or dmg control, 1600RT 2 x pg rig i think
Can be used against missile boats too(well fofs can hurt). However the med rep just doesn't cut it against 5 x heavies imo. Also in case your enemy gets a lock (which can happen from time to time) you are looking at some hefty damage until the next cycle hits. This is what the plate is for, so you have a large buffer for these periods. Gives you also a good chance of retreat if things don't go so well.
Also fear the med turrets, they don't really care so much for your td's. And always think twice before engaging because once your're uncloaked you are extremely vulnerable.
Cruisers with mwd are generally speaking ugly. Although you might solo some bs, two well fitted thoraxes might easily kill you depending on setup.
Most people i've seen prefer eanm instead of active hardeners. I havent considered them much yet as i don't have my compensation skills up yet. But i have had good experiences with the above setups.
Another question seems to be if one wants a propulsion mod or not. I like dual reps which needs an injector (for when the target runs dry) and 2 slots for ewar are imo mandatory. 1 td won't evade so much turret fire against say a skilled mega pilot that it saves you in my experience. 1 damp doesn't do much at all except helping drones a bit - but you can easily scoop them anyway. Thus you are left with no place for mwd/ab if you choose 2 x td + inject or 2 x damp + burst. Others prefer to not use an injector and fit propulsion mod and 2 x td. I am sure this is viable too, but only with 1 rep + plate.
Edit: And of course the 4th highslot should be a covert ops cloaking device. 
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