Pages: 1 2 3 :: [one page] |
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.28 15:20:00 -
[1]
Well Nos nerf went ahead so any ideas on fittings and strategies to make this ship good again?
|

TheEndofTheWorld
|
Posted - 2007.08.28 15:23:00 -
[2]
Autocannos t1 + train minmatar cruiser 5
sorry...
|

Torothin
Amarr Slacker Industries Exuro Mortis
|
Posted - 2007.08.28 15:25:00 -
[3]
Burn your cap as much as possible by running every single active mod you have: mwd, repper etc. Do this all while you have the guy locked down and nosf him to hell and hope for the best. I personally am infuriated with this nerf there are way too many panzies in the eve universe. [url=http://kb.pure-alliance.com/?a=pilot_detail&plt_id=37920][/url]
|

Rodj Blake
Amarr PIE Inc.
|
Posted - 2007.08.28 15:30:00 -
[4]
The smart people out there were already using neutralisers in addition to vampires.
Neutralisers are actually quite effective on the Pilgrim.
Dulce et decorum est pro imperium mori. |

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.28 15:45:00 -
[5]
Originally by: Rodj Blake The smart people out there were already using neutralisers in addition to vampires.
Neutralisers are actually quite effective on the Pilgrim.
Yeh they are if you use 1 neut, your two nos would pay for it. This is not the case anymore
|

TheGoD SaysThaT
|
Posted - 2007.08.28 15:58:00 -
[6]
i think pilgrim had been die... my pilgrim cost 150M isk to buy it and fit it , now ,i don't know what it can be...
|

Rodj Blake
Amarr PIE Inc.
|
Posted - 2007.08.28 15:58:00 -
[7]
Originally by: Depp Knight
Originally by: Rodj Blake The smart people out there were already using neutralisers in addition to vampires.
Neutralisers are actually quite effective on the Pilgrim.
Yeh they are if you use 1 neut, your two nos would pay for it. This is not the case anymore
The solution is quite elegant. I'm sure that you or someone in your alliance be able to work out how to do it 
Dulce et decorum est pro imperium mori. |

CreoNeo
|
Posted - 2007.08.28 18:34:00 -
[8]
Use neutralizers to get their capacitor down, then use capacitor injectors to get your own cap back up again quickly.
Would that work on the pilgrim ? |

Dreadpilot Roberts
New Balkan Mafia Circle 0f Two
|
Posted - 2007.08.28 18:48:00 -
[9]
get a curse and wtfpwn ppl
|

Blind Man
Kemono.
|
Posted - 2007.08.28 18:52:00 -
[10]
Originally by: Dreadpilot Roberts get a curse and wtfpwn ppl
yeah
|

Swamp Ziro
GoonFleet GoonSwarm
|
Posted - 2007.08.28 19:33:00 -
[11]
Originally by: Rodj Blake
Originally by: Depp Knight
Originally by: Rodj Blake The smart people out there were already using neutralisers in addition to vampires.
Neutralisers are actually quite effective on the Pilgrim.
Yeh they are if you use 1 neut, your two nos would pay for it. This is not the case anymore
The solution is quite elegant. I'm sure that you or someone in your alliance be able to work out how to do it 
If you're referring to Neuts killing your cap and then refilling it with NOS, you make it extremely more simple than it really is.
Neuts take away ~roughly the same chunk out of both ships. So given that you both run a tank and there are neuts in play, any ship with less total cap than you will always be at a lower cap% than you, preventing your NOS activation.
Of course, when cap boosters for both parties come into play, things DO get a lot simpler indeed. Start your neuts, hold on the cap boosts, activate the NOS, and start the cap boosting only after the other guy starts to go permanently cap dry.
I don't fly amarr, but I think this is probably feasible.
|

Vandalias
|
Posted - 2007.08.28 19:41:00 -
[12]
Right click -> Sell 2 Months Ago
|

Crash Sagramo
|
Posted - 2007.08.28 19:46:00 -
[13]
it's an expencive scout now. No way to kill anyshing stronger, than t1 cruiser. It was said a couple of weaks ago, when test was open. Curse is useless to.
|

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.28 19:50:00 -
[14]
Edited by: Aramendel on 28/08/2007 19:53:34
Originally by: CreoNeo Use neutralizers to get their capacitor down, then use capacitor injectors to get your own cap back up again quickly.
Would that work on the pilgrim ?
Technically, yes.
However there are 2 problems with that.
- Ew? Which EW? If you fit no MWD you have 2 med slots free then (1 injector, 1 web, 1 scram; and will likely die to a halfway competent bubblecamp). If you fit one thats 1 free med for EW. That is not terribly efficient to avoid damage.
- heeeello webrange. As a pilgrim you have to tank some dps (likely quite some more postpatch since you'll have less EW) since you cannot use range as "tank". You will have problems fueling your reps and neuts with a single capinjector. And even if you will burn cap charges fast. Very fast.
With a curse this is far more feasible since it has 1 more med for EW and has a higher range. 2 damps will for example get most BSs without sensorbooster to below 20k, which is just fine. Or you can loose the LSE2 and fit 3 damps. The pilgrim however does not have these options.
|

Riho
Magnificent Beavers Exquisite Malevolence
|
Posted - 2007.08.28 20:06:00 -
[15]
atm trying to get 2x neut 1x nos to work... i have a inj allso fitted so need to learn to play it so i dont nuke my cap dead... this needs some skill to know when to stup neuting and when to nos and inj. not so easy mode anymore but i think i can get it to work ok :) --------------------------------------- Sig killed by MODs.... reworking it Great being Gallente... aint it ? ----------------- YARRRR, sig hijack! -HornFrog ----------------- |

Madla Mafia
|
Posted - 2007.08.28 20:06:00 -
[16]
I just think it is dumb that the amarr recons are the only race who has this penalty on their recon ship bonuses. I'd like to see the Huginn for example only being able to web people down to its own current speed, and the Rook lose its own target when jamming and the Arazu only being able of dampening an enemy's locking range down to its own locking range. Now THEN we could talk about a balanced and fair game. This is pure racism. ugh
|

Etho Demerzel
Gallente Holy Clan of the Cone
|
Posted - 2007.08.28 20:07:00 -
[17]
Originally by: Aramendel Edited by: Aramendel on 28/08/2007 19:53:34
Originally by: CreoNeo Use neutralizers to get their capacitor down, then use capacitor injectors to get your own cap back up again quickly.
Would that work on the pilgrim ?
Technically, yes.
However there are 2 problems with that.
- Ew? Which EW? If you fit no MWD you have 2 med slots free then (1 injector, 1 web, 1 scram; and will likely die to a halfway competent bubblecamp). If you fit one thats 1 free med for EW. That is not terribly efficient to avoid damage.
- heeeello webrange. As a pilgrim you have to tank some dps (likely quite some more postpatch since you'll have less EW) since you cannot use range as "tank". You will have problems fueling your reps and neuts with a single capinjector. And even if you will burn cap charges fast. Very fast.
With a curse this is far more feasible since it has 1 more med for EW and has a higher range. 2 damps will for example get most BSs without sensorbooster to below 20k, which is just fine. Or you can loose the LSE2 and fit 3 damps. The pilgrim however does not have these options.
The thing I find most amusing is your weird concept that you MUST fit Web and Scram in all ships...
=====
"If a member of the EVE community finds he or she cannot accept our current level of transparency, we bid you good luck in finding a company that meets your needs." - CCP kieron... |

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.28 20:21:00 -
[18]
Originally by: Etho Demerzel The thing I find most amusing is your weird concept that you MUST fit Web and Scram in all ships...
Because maybe, just maybe the pilgrim is a horrible gang ship? Its main focus is 1v1. No scram should be obvious, no web and you invite ships to web you and kite you outside your nos/neut range. No, you cannot leech them quickly enough unless you hunt only cruisers.
If you do a recon tagteam an arazu + rapier will be a LOT better. They have together 400-500 dps which is enough to break the vaste majority of all tanks.
|

Shevar
Minmatar A.W.M Ka-Tet
|
Posted - 2007.08.28 20:24:00 -
[19]
Fit lows with expander 2's, cargo rigs and you got yourself the biggest cargo carrying ship (around 1400) warping13.5 AU/s and can use cov ops cloak!
But meh, buy a curse and see if you can get that ship to work. It's a lot better then the pilgrim to start with.
--- -The only real drug problem is scoring real good drugs
|

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.28 20:46:00 -
[20]
3.7 AU/sec actually. Only cov ops frigs and half of the inties warp 13.5 
|

king jks
Exanimo Inc Triumvirate.
|
Posted - 2007.08.28 20:48:00 -
[21]
2x med unstable med nos II cloak
10mn AB II 20k web electrochem medium balmers TD
2x MAR II TS thermal TS kinetic DC II
2x aux nano
»\(¦_o)/» ...but will it blend? |

Shevar
Minmatar A.W.M Ka-Tet
|
Posted - 2007.08.28 20:50:00 -
[22]
Originally by: Aramendel 3.7 AU/sec actually. Only cov ops frigs and half of the inties warp 13.5 
Oh well it will still serve nice as a .0 blockade runner then :>.
But still no matter how much I toy around with the pilgrim's fitting I can't find anything that would even remotely work.
--- -The only real drug problem is scoring real good drugs
|

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.28 21:07:00 -
[23]
Edited by: Aramendel on 28/08/2007 21:07:44 Or, better, something which will work efficiently for BCs and BSs. VS cruisers I see workable setups, but I'd rather use a rapier there (which is also better vs smaller stuff and has a far superior gang performance).
Oh, well, I sold my pilgrim 1 week ago. Will prolly reuse most mods on a sacriledge. The pilgrims price devlopement in the next 1-2 months will be ...interesting.
|

Swamp Ziro
GoonFleet GoonSwarm
|
Posted - 2007.08.28 21:23:00 -
[24]
Edited by: Swamp Ziro on 28/08/2007 21:24:06
Originally by: Aramendel Edited by: Aramendel on 28/08/2007 21:07:44 Or, better, something which will work efficiently for BCs and BSs. VS cruisers I see workable setups, but I'd rather use a rapier there (which is also better vs smaller stuff and has a far superior gang performance).
Oh, well, I sold my pilgrim 1 week ago. Will prolly reuse most mods on a sacriledge. The pilgrims price devlopement in the next 1-2 months will be ...interesting.
vs BC and BS?
A pilgrim/curse had trouble* vs a competent BC pilot even before the nos nerf. Trying to get a setup that consistently wins against those types post-patch is a bit too far-fetched, don't you think?
*By trouble, I mean couldn't win consisntently.
|

Kali Ananda
Minmatar Prophets Of a Damned Universe
|
Posted - 2007.08.28 21:24:00 -
[25]
I have been playing around with setups post patch now for an hour. And I am deeply saddened by the Nerf on this ship. Since cap boosting is now basically a requirement, you loose a midslot, which means less EW, and a huge increase in PG requirements. And now that you NEED cap boosters, long deep forays into enemy 0.0 space is no longer an option. That was a real beauty of the Pilgrim, solo incursions into hostile systems. But once those 9 cap boosters are gone, you are screwed.
I thought about the possibility of having the Curses range bonus, which would be interesting, but really I think this ship now needs one more mid or low slot, and an additional 50 PG.
A new mid slot (like curse) would increase the EW options, which would equal less repping and reliance on tank.
Or instead, a new low slot would equal more tanking options, including another EANM.
So thats my petition.
I have put in many, many months perfecting every skill related to the pre patch Pilgrim. And I am very sad that this ship has been severely nerfed. This was one of the Top Amarr ships, and I was proud to be flying the best recon. Now, its a shell of its former glory.
Please, this ship needs some love back. Kali Ananda POD-U
|

Bodhisattvas
mUfFiN fAcToRy
|
Posted - 2007.08.28 21:31:00 -
[26]
Originally by: Rodj Blake The smart people out there were already using neutralisers in addition to vampires.
Neutralisers are actually quite effective on the Pilgrim.
You sir, Are a moron.
|

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.28 21:34:00 -
[27]
Originally by: Swamp Ziro
vs BC and BS?
A pilgrim/curse had trouble* vs a competent BC pilot even before the nos nerf. Trying to get a setup that consistently wins against those types post-patch is a bit too far-fetched, don't you think?
*By trouble, I mean couldn't win consisntently.
Depends, the 2 damp, 1 ECM burst setup wasn't too bad. Or 2 TDs vs a turret battleship.
But, yes, it wasn't *that* hot before patch. It wasn't that bad so I would call it underpowered, though, either.
The problem is in the end that by its basic design the pilgrim is really only a 1v1 ship. In gangs its just a slightly glorified arbitrator - the other force recons can do so much more there.
And vs cruisers a rapier with 2 damps will be at the very least equally efficient as the pilgrim. 200 dps are not the world, but enough to break cruiser tanks.
I just do not see any area where I would rather use a pilgrim than another ship, nor is the pilgrim a jack of all trades which would justify it being master in none.
|

Swamp Ziro
GoonFleet GoonSwarm
|
Posted - 2007.08.28 21:52:00 -
[28]
Edited by: Swamp Ziro on 28/08/2007 21:54:24 Edited by: Swamp Ziro on 28/08/2007 21:53:17
Originally by: Aramendel
Originally by: Swamp Ziro
vs BC and BS?
A pilgrim/curse had trouble* vs a competent BC pilot even before the nos nerf. Trying to get a setup that consistently wins against those types post-patch is a bit too far-fetched, don't you think?
*By trouble, I mean couldn't win consisntently.
Depends, the 2 damp, 1 ECM burst setup wasn't too bad. Or 2 TDs vs a turret battleship.
But, yes, it wasn't *that* hot before patch. It wasn't that bad so I would call it underpowered, though, either.
The problem is in the end that by its basic design the pilgrim is really only a 1v1 ship. In gangs its just a slightly glorified arbitrator - the other force recons can do so much more there.
And vs cruisers a rapier with 2 damps will be at the very least equally efficient as the pilgrim. 200 dps are not the world, but enough to break cruiser tanks.
I just do not see any area where I would rather use a pilgrim than another ship, nor is the pilgrim a jack of all trades which would justify it being master in none.
You are probably an older player, and as such, don't even consider the implications of some of the things you say.
You think like you have every single ship in the game available to you with a t2 fitting, when in reality, the majority of people (not your age heh) can fly decently only 1 race's ships with a solid t2 fit.
So, yeah, maybe some other ship does what the arbi can do better, but what you really need to compare is how good that role is being done inter-racially. Does the pilgrim bring something useful to the Amarr lineup? If yes, so yeah, It's a useful ship, and the other races be damned.
To give you an example of my way of thinking. Hurricane (Non-nano) is weak compared to a myrmi or even a drake. Do I think it's bad ship? Not at all. Minmatar certainly needed what hurricane brings to the table, even if you can do it better if you crosstrain another race.
EDIT: CLARIFICATION: I am not saying that the pilgrim didn't get nerfed too much. I don't fly Amarr, I don't have an opinion on this. I'm just saying to look at the ship on its race's merit, not globally.
|

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.28 22:02:00 -
[29]
Originally by: Swamp Ziro So, yeah, maybe some other ship does what the arbi can do better, but what you really need to compare is how good that role is being done inter-racially. Does the pilgrim bring something useful to the Amarr lineup? If yes, so yeah, It's a useful ship, and the other races be damned.
To give you an example of my way of thinking. Hurricane (Non-nano) is weak compared to a myrmi or even a drake. Do I think it's bad ship? Not at all. Minmatar certainly needed what hurricane brings to the table, even if you can do it better if you crosstrain another race.
EDIT: CLARIFICATION: I am not saying that the pilgrim didn't get nerfed too much. I don't fly Amarr, I don't have an opinion on this. I'm just saying to look at the ship on its race's merit, not globally.
Globally is the only sensible way to look at ships.
For example. A good while ago there was little-no stacking on damagemods. And pulse lasers had a good deal better range.
What did we got there? The gankgeddon. 7 pulses. 8 damagemods. Time to vaporize other ships: short. Veeery short.
Did it "bring something useful to the Amarr lineup"? Yes. Oh so very much yes.
However it essentially made all other BSs obsolete. It was just so much better that there was no point in flying anything else.
That is the "balance" you get when you do not look at ships globally. Any ship should definately bring something useful in its races inventory and not be another ship which does the same thing. However this is only secondary. First and foremost it HAS to be balanced with all ships of the same class. Otherwise you can get very undesireable results.
|

Swamp Ziro
GoonFleet GoonSwarm
|
Posted - 2007.08.28 22:12:00 -
[30]
Edited by: Swamp Ziro on 28/08/2007 22:14:09
Originally by: Aramendel
Originally by: Swamp Ziro So, yeah, maybe some other ship does what the arbi can do better, but what you really need to compare is how good that role is being done inter-racially. Does the pilgrim bring something useful to the Amarr lineup? If yes, so yeah, It's a useful ship, and the other races be damned.
To give you an example of my way of thinking. Hurricane (Non-nano) is weak compared to a myrmi or even a drake. Do I think it's bad ship? Not at all. Minmatar certainly needed what hurricane brings to the table, even if you can do it better if you crosstrain another race.
EDIT: CLARIFICATION: I am not saying that the pilgrim didn't get nerfed too much. I don't fly Amarr, I don't have an opinion on this. I'm just saying to look at the ship on its race's merit, not globally.
Globally is the only sensible way to look at ships.
For example. A good while ago there was little-no stacking on damagemods. And pulse lasers had a good deal better range.
What did we got there? The gankgeddon. 7 pulses. 8 damagemods. Time to vaporize other ships: short. Veeery short.
Did it "bring something useful to the Amarr lineup"? Yes. Oh so very much yes.
However it essentially made all other BSs obsolete. It was just so much better that there was no point in flying anything else.
That is the "balance" you get when you do not look at ships globally. Any ship should definately bring something useful in its races inventory and not be another ship which does the same thing. However this is only secondary. First and foremost it HAS to be balanced with all ships of the same class. Otherwise you can get very undesireable results.
I think we don't really agree on this basic point.
I don't think every race's ship on a certain ship class has to be balanced. I think it's ok for 1 race to have say, clearly the better tier3 cruiser, or another race having the vastly better tier2 bc, or another race have the hands down best ratting BS.
I feel that this is actually ok, and I agree with it to a certain extenct, but only as long as each race has the best ship in as many categories as it has bad ships.
Therefore, I see this patch like this :
Amarr recons went down a few notches in the recon rankings. Amarr gang-CS went up in the gang-CS rankings, Amarr tier 1 HAC also took a better ranking in the tier-1 HAC category. So all in all, I wouldn't mind the recon nerf, if I was amarr.
|

Semkhet
Saudarkars
|
Posted - 2007.08.28 22:47:00 -
[31]
Edited by: Semkhet on 28/08/2007 22:52:58 The NOS nerf has damaged the Curse & irrevocably screwed the Pilgrim. I've spent countless hours on SiSi and did not find a single viable setup.
I am amazed by all the geniuses who compare the actual situation to the pre-nerf period arguing that pilots were already using NOS/NEUT combos, while forgetting that if NEUTS still work the same way, the new NOS drain capacity isn't...
The amount of cap which can be neuted is more or less the Curse/Pilgrim cap / 0.35 (recon lvl5 with med unstables). Admitting that the base cap available = 1562 and that you use it exclusively to activate your NEUTS, then this would give 1562/0.35 = 4462. Beyond that, the only way to neutralize more cap is to use a cap injector.
Now since nossing and neuting is done "blindly" because you don't know exactly what is the cap charge of your opponent and have to wait until you see some detectable effect (no repping anymore or whatever), there's a delay which prevents you to micromanage efficiently your own cap and you will often either neut more than necessary or neut not enough.
Then, more you neut your opponent, less you can expect your NOS to be effective when you go against small and medium ships, while when you go against a bigger foe, more you neut more you are screwing your own cap required by the other mods in your setup.
And here we come to the main NOS-nerf stupidity: Amarr ships are usually designed to accomodate active setups and cap-hungry mods. However the nerf doesen't allow the Curse/Pilgrim to use their mods the way they are intended without having to almost empty their own cap. What implies that you can't rely anymore to a cap buffer to activate mods which requires loads of cap like reppers or MWD's if you want to use the ship's bonuses.
For example a 10MN T2 MWD requires around 160 cap by cycle. A Curse's cap is reduced to 1170 when using it, so if you need your MWD on, it means that your cap can't go under 13,5 %, and if you micromanage to reserve this buffer, you either can't nos your opponent for less than 13.5 % of his own cap, and if you neut it you will kill your next MWD cycle...
Then if you use a cap injector, which charge will you use ? Injectors work on a 12 second cycle, like the neuts. 2 neuts = 127.5x2 = 255 cap lost. 200 cap charges are too small. And the 400 ? Too big, and might move the relationship between your cap vs your target's cap in a zone where your NOS doesn't drain anymore...
You know what ? Balance my ass. The Curse and the Pilgrim have been turned into the only ships in game which screw themselves all by them alone when you use the ships as they are intended to.
I'm not even talking about the use for Talisman implants...
|

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.28 22:55:00 -
[32]
Edited by: Aramendel on 28/08/2007 22:58:33
Originally by: Swamp Ziro I don't think every race's ship on a certain ship class has to be balanced. I think it's ok for 1 race to have say, clearly the better tier3 cruiser, or another race having the vastly better tier2 bc, or another race have the hands down best ratting BS.
This results in a monculture in the respective classes and a severe loss of diversity. Because in the long run you will have 90% of all ships existing ingame being only those which are the "best" of their class.
Training time is only a short-med term delay of that. And it happened already before for various ships or setups. Which all got changed or nerfed to stop that.
You might think its ok, but the devs very much disagree there. Boosting weak ships/modules and nerfing too strong ships/modules happens constantly. There are countless examples. The nosnerf, the changes to khanid ships, the boosts of the demos, zealot and geddon alone in the latest patch.
|

Chelone
|
Posted - 2007.08.29 00:39:00 -
[33]
Originally by: Kali Ananda I am deeply saddened by the Nerf on this ship. Since cap boosting is now basically a requirement, long deep forays into enemy 0.0 space is no longer an option. That was a real beauty of the Pilgrim, solo incursions into hostile systems. But once those 9 cap boosters are gone, you are screwed.
QFT. Not sure if it would help this, but Pilgrim/Curse should get some kind of energy use reduction to neuts now...
|

Kali Ananda
Minmatar Prophets Of a Damned Universe
|
Posted - 2007.08.29 01:11:00 -
[34]
Spot on post Semkhet!
You have listed every fear I have about this abomination that is now the Pilgrim.
Kali Ananda POD-U
|

Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
|
Posted - 2007.08.29 01:44:00 -
[35]
Originally by: Semkhet Edited by: Semkhet on 28/08/2007 22:52:58 The NOS nerf has damaged the Curse & irrevocably screwed the Pilgrim. I've spent countless hours on SiSi and did not find a single viable setup.
I am amazed by all the geniuses who compare the actual situation to the pre-nerf period arguing that pilots were already using NOS/NEUT combos, while forgetting that if NEUTS still work the same way, the new NOS drain capacity isn't...
The amount of cap which can be neuted is more or less the Curse/Pilgrim cap / 0.35 (recon lvl5 with med unstables). Admitting that the base cap available = 1562 and that you use it exclusively to activate your NEUTS, then this would give 1562/0.35 = 4462. Beyond that, the only way to neutralize more cap is to use a cap injector.
Now since nossing and neuting is done "blindly" because you don't know exactly what is the cap charge of your opponent and have to wait until you see some detectable effect (no repping anymore or whatever), there's a delay which prevents you to micromanage efficiently your own cap and you will often either neut more than necessary or neut not enough.
Then, more you neut your opponent, less you can expect your NOS to be effective when you go against small and medium ships, while when you go against a bigger foe, more you neut more you are screwing your own cap required by the other mods in your setup.
And here we come to the main NOS-nerf stupidity: Amarr ships are usually designed to accomodate active setups and cap-hungry mods. However the nerf doesen't allow the Curse/Pilgrim to use their mods the way they are intended without having to almost empty their own cap. What implies that you can't rely anymore to a cap buffer to activate mods which requires loads of cap like reppers or MWD's if you want to use the ship's bonuses.
For example a 10MN T2 MWD requires around 160 cap by cycle. A Curse's cap is reduced to 1170 when using it, so if you need your MWD on, it means that your cap can't go under 13,5 %, and if you micromanage to reserve this buffer, you either can't nos your opponent for less than 13.5 % of his own cap, and if you neut it you will kill your next MWD cycle...
Then if you use a cap injector, which charge will you use ? Injectors work on a 12 second cycle, like the neuts. 2 neuts = 127.5x2 = 255 cap lost. 200 cap charges are too small. And the 400 ? Too big, and might move the relationship between your cap vs your target's cap in a zone where your NOS doesn't drain anymore...
You know what ? Balance my ass. The Curse and the Pilgrim have been turned into the only ships in game which screw themselves all by them alone when you use the ships as they are intended to.
I'm not even talking about the use for Talisman implants...
Spot on and covers all the major points. Perhaps in 2 years time someone can mention this to a dev on SISI and neuts on the curse will get a look.
The best Neut ship is a BS with 8 Heavy neuts, and the Curse and Pilgrim don't come close in terms of Neut power, cost efficency, sustainability, or survivability.
|

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.29 04:08:00 -
[36]
I woke up today hoping that someone here who actually flies this ship would come up with a nice set-up which will make this pilgrim decent again. I was wrong, the only strong advice I have been given and I’m seriously considering it is to get rid of the ship totally and fly a sacrilege. But I don’t want to fly the sacrilege I want to fly the pilgrim.
I’m thinking of filing an online petition on the forums to boost this ship. But from the previous month of me protesting I have not seen many faces that flies this ship before hand. Amarr seem to be light in numbers and those who can fly amarr are normally old school players diverting their training to another race. Also on the pg increase, the 100pg was kinda pointless. Because you have to fit a med cap injector on the ship now and that cost 150pg, so really your 50pg down and 1 mid slot down.
|

Insidi Us
Amarr Suicidal Mercenaries The Makhai
|
Posted - 2007.08.29 04:25:00 -
[37]
I'm selling my Pilgrim once I get back into the game. But since the NOS change will not go away, what are your suggestions to fix the Pilgrim/Curse? A lot of people are complaining, but what change would you like the devs to make? Since they are e-war boats, what other form of it should be added to the Pilgrim bonuses? -----------
Fight the blob! |

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.29 04:33:00 -
[38]
For those who don’t understand.
The pilgrim is like one of the hardest ships to fly. Players just think its simple, just sneak up on the target, uncloak, scram, nos, tracking disrupt and use your drones and the target is dead.
I thought that as well and I got a big surprise that this was not the case. Its very difficult, but fly it right its a very good ship. Note that the pilgrim effectivness decreases the more and more targets there are. Despite if you outnumber the enemy or not.
1. Is very close range, Under 12km. And because of that you’re dangerously close to web range.
2 All resources you have should go directly to your tank.
3. The ships is not fast because your focused on tanking. Vast decreasing its fleeing ability.
4 You cannot udjust your DPS and because of that.....
5. Your mid slots become extremely important to disabling your target/reduce their dmg output etc
6. It has below average total cap compared to other t2 cruisers.
7. If you fit a mwd, you decrease your tank and cap, if your fit an AB you have to fit a web and get into web range to reduce the chance of the target from fleeing while vastly decrease your chance of fleeing.
8. You must select your target careful, ships like drake, raven, domi, typhoon, ishtar to name a few would usually eat you alive.
9. Drones and small drone bay, once you lose your drones the fight is over.
10. Because of the nature of the ship and how close range it is, normally once you enter a fight your there to stay and hopefully in one piece.
|

Feng Schui
Minmatar The Ninja Coalition
|
Posted - 2007.08.29 04:50:00 -
[39]
On a Pilgrim, using 1 NOS, 2 Neuts, MWD, Web, Scram, Med Cap Injector (w/ 800's).. 1x MAR II and a DC II... you can run sustained for 3.6 minutes, this is with recon 4, energy emissions 4, and the cap skills to level 5.
3.6 minutes is how long a full cargo bay + 1 in the hold, cap boosters will last (80% cap or so per booster).
The Beginning <-- crap quality, need to redo, sorry :( |

Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
|
Posted - 2007.08.29 04:54:00 -
[40]
Originally by: Insidi Us But since the NOS change will not go away, what are your suggestions to fix the Pilgrim/Curse? A lot of people are complaining, but what change would you like the devs to make? Since they are e-war boats, what other form of it should be added to the Pilgrim bonuses?
Dream answer? Pilgrim and curse get 99% reduction to neut cap use.
Other possiblities (in some combination) *Neut efficency increased dramatically by increasing the bonus such that 5 med neuts with recon 5 kill more cap than 8 heavy neuts on a BS. *Cap amount, cap recharge dramatically improved so that at least 2 neuts + some TDs can run on native recharge *fitting improved on curse so it can run full rack of neuts + injector +armortank *Mechanics of neutralizer operation are adjusted to either require less attention in battle, or they are made much more powerful to justify the concentration devoted to management (something like while a recon neut is on you your cap goes to 0 until it is off, at which point you get all the cap back, OR keeping neuts running when someone is out of cap in a recon doenst cost the recon any cap).
Realisticly, some combination of a considerably better neut bonus + much more native cap regen and more pg for the curse is the best we could hope for. The challenge is how to make them useful in gang but not have folks abuse them solo.
|

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.29 05:03:00 -
[41]
Originally by: Feng Schui On a Pilgrim, using 1 NOS, 2 Neuts, MWD, Web, Scram, Med Cap Injector (w/ 800's).. 1x MAR II and a DC II... you can run sustained for 3.6 minutes, this is with recon 4, energy emissions 4, and the cap skills to level 5.
3.6 minutes is how long a full cargo bay + 1 in the hold, cap boosters will last (80% cap or so per booster).
OMG that is so bad.
|

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.29 05:51:00 -
[42]
Ok well I just tested the pilgrim against my alt who was in a thron. I can safely say that the pilgrim is totally dog ****.
I was using a 2 nos 1 neut set-up with duel reps and 400 chargers. This is the problem.
I can repair heaps which is great and it uses a lot of cap which is great cause I can and thought I could use my nos. However the big problem lies in the unknown. The nos did not turn off when the targets cap % was below mine. It just stayed on so I thought this is great, I'm still nossing him. I switch screens and notice that the mega's cap was actually below mine now, so I turn the neut off but my nos remains to stay on. I notice I wasn’t getting any cap from my nos.
Another problem arrives. See because I was using so much cap because of my duel reps I was close to no cap left. So I turn off one and sometimes both of my reps and switch screens. I notice this. If I was on 10 % cap and the target was on 15%. My nos will only give me cap to 15% minus whatever he lost. So I was getting like no recharge rate from nos (or very little).
This was just a joke because I first thought that If I had less cap than the target my nos would work fully for at least a cycle. I couldn’t drain his cap to 0 unless I use the neut and before I know it I had used at least 4 chargers (1600 plus cap) to keep this up.
I simply could not keep this up and if I was taking dmg I would have to use at least one of my reps, which would just totally deplete my cap and chance of victory.
Another problem was this, because the megathron takes around 775secs to recharge its cap with energy management V and one cpr while my pilgrim takes 275 secs at energy management IV. If it had 10% cap while the thron had 15%. In a short notice of time I would have nearly the same amount of cap by % as the target without nos. Simply because my cap rechargers fully quicker than the thron. Yes the thron will recharge more total cap but by % he recharges far less than me. Making my nos even less effective.
You know those games you play when you update your character and at the start its important but later on the skills you used to update your character are pointless or actually are worse off. Well having energy management trained for the pilgrim is like one of those games.
From this small test I can say that nos is very pointless in this game unless it can work on npcs like it use to. However sadly the pilgrim is officially the worst TII ship in the game; I think retribution may be better than the pilgrim.
|

Semkhet
Saudarkars
|
Posted - 2007.08.29 06:42:00 -
[43]
Edited by: Semkhet on 29/08/2007 06:48:02
Originally by: Depp Knight Ok well I just tested the pilgrim against my alt who was in a thron. I can safely say that the pilgrim is totally dog ****.
From this small test I can say that nos is very pointless in this game unless it can work on npcs like it use to. However sadly the pilgrim is officially the worst TII ship in the game; I think retribution may be better than the pilgrim.
Correct- IMHO no amount of PG increase or NEUT cap consumption decrease will fix the Curse/Pilgrim and they will never shine as they did before.
What people tend to forget is that the way it worked before, when you used a combo 1 NOS/1 NEUT, since NEUTS cycle in 12 seconds but NOS cycled in 6, you could still compense the NEUT cap consumption and even gain some cap.
Example with 1 med diminishing & 1 unstable during 12 seconds: 2x NOS cycle = 2 x 72 = 144 cap gain 1x NEUT cycle = 127.5 cap lost Gain = 144 - 127.5 = 16.5 cap
Therefore one of the Curse setups I was using as gang support was 3 NOS / 2 NEUTS which was very effective against multiple targets or to drain fast in order to get out if overwhelmed. This would make me gain 14.75 cap/sec while draining 96 cap/sec. With Talismans I was reaching 131 cap/sec.
Now it is important to remember that with only 4 lows and 1500 armor hp, the Curse isn't a good armor tanker unless using fancy equipment, and if you shield tank then you loose slots with EW bonuses. That's why so many pilots opted for speed tanking the Curse.
Besides, speed tanking was the only kind of tank which was equally effective against guns and missiles. But the problem of speed tank is that once you start, you can't stop the MWD, specially against missile boats because you have a trail of missiles at your butt. Furthermore, you can either track disrupt turrets or remote damp missile boats. But all of this requires cap.
And here we reach the main point: neither the Curse nor the Pilgrim can be effective if they can't regain the cap they loose by nossing. The only alternative is to use cap mods which will invariably screw up your setup, no matter if cap mods are used in rigs, lows or meds.
The main difference between the Curse and the Pilgrim is the range of NOS/NEUTS. While the range allows the Curse to spread NOS drain on multiple targets in order to maintain a good capacitor ratio between its own cap charge and the cap charge of each of the targets separately, this tactic is impossible for the Pilgrim given its close combat nature.
As conclusion in the current state, the Curse can only decently use NOS'es when going against multiple targets, and the Pilgrim bonuses to NOS/NEUTS are useless. It's eminently sad to see a ship like the Pilgrim die, now it can only go against weak stuff, and most of the time will just support ops by track disrupting at distance. It was the most tactical ship to fly.
R.I.P Pilgrim 
|

zero2espect
Amarr Infinitus Odium The Church.
|
Posted - 2007.08.29 07:07:00 -
[44]
i'm posting once and once only regarding this completeley R-E-T-A-R-D-E-D nerf - tbh i just can't bring myself to care as much as i know i should about this topic, becuase CCP have basically just declared amarr the biatch race to gallente -> "oooh aaaaah everybody fears the nos-domi and nos-myrmi so we're going to fix it and smack you in the process"
i love tech2 amarr ships. there. i've said it. from the early days of the game i love everything about amarr. the way the ships look. the back story. the way they are "supposed to" fit and fight. everything about the nos nerf goes contrary to ccps own back story and is a knife in the heart to amarr pilots. after all, nos is an amarrian weapon and amarrian ships are DESIGNED TO INCORPORATE THEM - and now they're useless, forcing us to fit cap injectors into ships that DONT HAVE THE MEDS TO FIT THEM. so this brings me to go back on topic.
the pilgrim has been broken for quite some time. i loved the pilgrim in the early days. it was never a gate camping ship. it's a trawler. it was genuinely challenging and fun. sneaky, sneaky, pounce and kill. we're talking no mwd. nos, jammers and drones days ladies. then ccp nerfed jammers and forced the reliance on rsb or td. the pigrim was dead from that day on. not being able to prevent damage done to it, in the days of nano ships meant it was a losing proposition. apart from a few "tribute" days, my pilgrim is in mothballs, stripped and sitting in a hanger. there is no viable setup for the ship now. i've tried. the fact there is even discussion of cap injectors on a ship that has bonuses supposed to work on nos/neut and one of the lowest number of med slots for any recon in the game is a dire statement on the intelligence of the nerf in the 1st place. if you haven't learned by now, when ccp say "trust us, we know this will impact amarr recons but will buff them ship to compensate" they mean, sell your stuff loser and make way for more minmatard speed-fan-boy pilots.
don't get me wrong - i'm not criticising ANYBODY in this thread about your setups, but i'm telling you, you will realise that you're wasting your time and that CCP is to blame. it's not even "challenging" or "fun" or "rewarding" to fly that ship anymore. it's just sad. you don't have the dps or the tank or the speed or the range or the ew to do anything other than tour highsec in your beautiful, golden hulled ship as a tribute to better times in this game.
keep posting your setups in here, but with every additional, desperate post, everybody will just see that it's a waste of time. cross deck over to gallente, at least your non laser turret skills, tanking and drone skills will mean that your training time for the arazu (the next most capable recon and similar flying style to old-skool pilgrim usage) will be relatively short.
from my movies, my curse setup is well known. 2 heavy launchers, 2 nos, 1 neut, single rep, mwd and 4 ewar mods. no fanboy-ultra-fast-speed setups for me. while this is viable in the current setup it's still painfully deficient. the fact that i've fought "cap warfare" my entire career (been amarr from day0) and i'm more conscious of keeping my grid high through an entire fight, now i've been completely owned by a set of devs who have probably never flown amarr ever (which is painfully obvious now).
anybody who tells me that fitting a neut to the zealot, prohecy, harbinger, absolution, maller, omen, gheddon or apoc to fight a "stand up" fight, go ahead - but i know, and you know, you're just having a laugh. if ccp want more sneaky-bastardised-exploit setups and fights in the game then this nerf is the biggest thing they've ever done to introduce it. if they wanted, fair, honest and challenging gameplay they had the chance, with the other suggested fixes and went this way.
ball and game to the minmatar fanboys and girls.
this is a long way to say - just keep the pilgrim in the hanger to look at and remember those better days. i should make a movie...
//sometimes less is more...zero
|

Isuo
Red 42 Infinite Innovation
|
Posted - 2007.08.29 07:24:00 -
[45]
Originally by: zero2espect i'm posting once and once only regarding this completeley R-E-T-A-R-D-E-D nerf - tbh i just can't bring myself to care as much as i know i should about this topic, becuase CCP have basically just declared amarr the biatch race to gallente -> "oooh aaaaah everybody fears the nos-domi and nos-myrmi so we're going to fix it and smack you in the process"
i love tech2 amarr ships. there. i've said it. from the early days of the game i love everything about amarr. the way the ships look. the back story. the way they are "supposed to" fit and fight. everything about the nos nerf goes contrary to ccps own back story and is a knife in the heart to amarr pilots. after all, nos is an amarrian weapon and amarrian ships are DESIGNED TO INCORPORATE THEM - and now they're useless, forcing us to fit cap injectors into ships that DONT HAVE THE MEDS TO FIT THEM. so this brings me to go back on topic.
the pilgrim has been broken for quite some time. i loved the pilgrim in the early days. it was never a gate camping ship. it's a trawler. it was genuinely challenging and fun. sneaky, sneaky, pounce and kill. we're talking no mwd. nos, jammers and drones days ladies. then ccp nerfed jammers and forced the reliance on rsb or td. the pigrim was dead from that day on. not being able to prevent damage done to it, in the days of nano ships meant it was a losing proposition. apart from a few "tribute" days, my pilgrim is in mothballs, stripped and sitting in a hanger. there is no viable setup for the ship now. i've tried. the fact there is even discussion of cap injectors on a ship that has bonuses supposed to work on nos/neut and one of the lowest number of med slots for any recon in the game is a dire statement on the intelligence of the nerf in the 1st place. if you haven't learned by now, when ccp say "trust us, we know this will impact amarr recons but will buff them ship to compensate" they mean, sell your stuff loser and make way for more minmatard speed-fan-boy pilots.
don't get me wrong - i'm not criticising ANYBODY in this thread about your setups, but i'm telling you, you will realise that you're wasting your time and that CCP is to blame. it's not even "challenging" or "fun" or "rewarding" to fly that ship anymore. it's just sad. you don't have the dps or the tank or the speed or the range or the ew to do anything other than tour highsec in your beautiful, golden hulled ship as a tribute to better times in this game.
keep posting your setups in here, but with every additional, desperate post, everybody will just see that it's a waste of time. cross deck over to gallente, at least your non laser turret skills, tanking and drone skills will mean that your training time for the arazu (the next most capable recon and similar flying style to old-skool pilgrim usage) will be relatively short.
from my movies, my curse setup is well known. 2 heavy launchers, 2 nos, 1 neut, single rep, mwd and 4 ewar mods. no fanboy-ultra-fast-speed setups for me. while this is viable in the current setup it's still painfully deficient. the fact that i've fought "cap warfare" my entire career (been amarr from day0) and i'm more conscious of keeping my grid high through an entire fight, now i've been completely owned by a set of devs who have probably never flown amarr ever (which is painfully obvious now).
anybody who tells me that fitting a neut to the zealot, prohecy, harbinger, absolution, maller, omen, gheddon or apoc to fight a "stand up" fight, go ahead - but i know, and you know, you're just having a laugh. if ccp want more sneaky-bastardised-exploit setups and fights in the game then this nerf is the biggest thing they've ever done to introduce it. if they wanted, fair, honest and challenging gameplay they had the chance, with the other suggested fixes and went this way.
Im quite sure now NO Devs have flown Amarr or cares to  I wouldnt moan if they had at least adapted amarr recon bonus to something more suitable..
-Im Amarr, i will adapt |

Zitheral
|
Posted - 2007.08.29 14:58:00 -
[46]
Unfortunately, the pilgrim's design is fundamentally broken. Per its design, it gets bonuses to nos/neut and to tracking disrupters but it can only use one of those bonuses at any given time. If you choose to nos/neut, you can't use TD because you will be too close and too slow. There just won't be enough transversal to multiply. Worse, it is pretty likely that you will be webbed by your target if they mwd burst to get to you. Once both parties are webbed, there is no transversal and TDs become totally worthless.
On the other hand... if you choose to sit at 15-20k with scrams and TDs going, you obviously can't nos/neut AND you can't sustain mwd+anything. Since your target isn't going to be webbed at that range, there is a pretty good chance he is going to mwd to you and web you, or away from you and escape. You still have cap issues to deal with though because 2x TD + 1x scram + occasional mwd pulses and/or armor reps is going to run YOU out of cap quite quickly.
It is just a bad situation. The synergy of the pilgrim is broken because it relied on its enemy's cap to run its own modules.
|

Nomakai Delateriel
Amarr Delictum 23216
|
Posted - 2007.08.29 15:31:00 -
[47]
I wonder if the Pilgrim would be "sort of" fixed if you switched the bonuses so that the Pilgrim gets a range bonus to its nos/neuts (instead of a strength bonus). It will draw down it's NOS/neut efficiency, but it would allow it to preform better in small gangs as you could neut one ship, and throw NOS on another one and use drones and TDs to reduce incoming damage. The biggest bonus would be the ability to stay out of webber range. ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |

F90OEX
|
Posted - 2007.08.29 15:43:00 -
[48]
All very good points... Hopefully CCP will take a hard look at this thread and see where you guys are coming from, kinda have to feel bad for all those people who trained months to get good skills to fly the curse and pilgrim. Bump for you guys
|

goodby4u
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.08.29 15:54:00 -
[49]
Originally by: king jks 2x med unstable med nos II cloak
10mn AB II 20k web electrochem medium balmers TD
2x MAR II TS thermal TS kinetic DC II
2x aux nano
»\(¦_o)/»
ewwww,why put faction mods with that setup? First of all use damps not TDs,use 1 rep not 2 and add a plate,lastly USE MORE THEN 2 NOS! __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

Metal Victor
|
Posted - 2007.08.29 17:10:00 -
[50]
i used to "cof cof" run away from that ship when flying my vaga....and that is.. er...good...
its like when you enter a system in a vaga and everybody runs, its that kind of things that makes eve so spicy
that kind of "aura" was taken from the amarr recon and (i dont fly amarr) but i suspect that you guys were nerfed really bad...i imagine if they limited the vaga velocity and took away her specific role
|

Camulos Redne
Amarr No Quarter. Vae Victis.
|
Posted - 2007.08.29 18:01:00 -
[51]
fleet TD boat with option of cyno and probing. Now it's "useless" I can buy it cheap :D
|

Physce
|
Posted - 2007.08.29 18:26:00 -
[52]
Glad I am half way through Ammar Cruiser to 5
And have Recon to 5
Looks like I am stuck with the Rapier untill CCP gets a grip
They should be introducing new ships not ruining the ones they have
|

Maxine Blade
|
Posted - 2007.08.29 18:37:00 -
[53]
Pilgrim/Curse isn't as bad as you guys make it out to be.
It's no longer solopwnable... but is still highly useful in a gang.
With maximum energy emissions, and with Recon Ships to L4, your T2 Energy Neutralizers will reduce 2.4x the amount of cap for the usage of your own cap. With the extra 100MW Powergrid, you can mount many Cap Batteries in your mids and additional Power Diagnostics or other cap modules in the lows.
The ship is no longer a point/shoot and wait ship. It now requires some very careful capacitor management to use correctly. But hey... Amarr has always been about Cap Management with lasers anyway...
Energy Neuts/Lasers are the same beast since they use a lot of cap. Adapt!!! and stop complaining.
I used to fly a NOS Dominix, and a Curse. I've adjusted both and so far haven't died yet. Focus on DPS/Neuting. Kill cap, kill ship fast.
So far it's a tough challenge, but I'm having fun testing it out.
|

Feng Schui
Minmatar The Ninja Coalition
|
Posted - 2007.08.29 18:42:00 -
[54]
from Day 1 that the original NOS nerf devblog went live, I doomsday'd the Pilgrim, and tried to speak about it.
All the pilgrim got was 100 MW powergrid increase 
Fendahl didn't listen then, he isn't going to listen now. Probably one of those people that go pwnd by a Pilgrim in his T1 fit, mining Raven in 0.0 while AFK.
The Beginning <-- crap quality, need to redo, sorry :( |

Aaron Mirrorsaver
The Coalition Of Buccaneers Mercenary Services
|
Posted - 2007.08.29 18:48:00 -
[55]
the point is, for what it is designed, the way it was designed to be used with the NOS/NEUT is useless now.
The NOS won't help you beyond a certain point and the NEUT is just too cap heavy so sustain because the darn thing is only a cruiser with cruiser capacity, so it's given bonuses to NOS/NEUT and can't use either very well. At least maybe the prices will come far down. Until eventually no one will make them anymore. -- Greater Love hath no man than this; that a man lay down his life for his friends.
Mercenary Services Recruiting |

Baherroth
Gallente Laughing Leprechauns Corporation
|
Posted - 2007.08.29 19:07:00 -
[56]
by the way, ive got a better curse setup now, i worked it out with my skills i can take a bs to 0 cap in 2 or 3 rounds
4 x Medium Unstable Neut 1 x Recon Probe Launcher
10mn Afterburner II Warp Disruptor II 4 x Sensor Damp II
4 x Cap Power Relay II
Rigs : 2 cap Rigs
you can PERMANENTLY run the neuts, ab, disruptor AND damps with decent skills, and stay at about 22-24km range, still a PERFECT 1v1 Ship, BUT you will have to realize that your tank is the DAMPS if anyone else shows up, get out ASAP - cos even like before, you'll die if any SERIOUS support shows up
Thanks Bah |

Aaron Mirrorsaver
The Coalition Of Buccaneers Mercenary Services
|
Posted - 2007.08.29 19:47:00 -
[57]
Main reason for the NOS nerf was everyone using it on battleship and myrmidons and blah blah and having seriously not meant to be setups.
so they nerfed the MOD but not the capabalities of the ships that were abusing it.
for example...everyone can't fit a cov ops cloak because it needs 10,000 cpu, so the ships that are made for that module get the 99% reduction. this would have been a better way to fix NOS.
Not stopping it's use altogether for those "other" ships, (as mentioned above) but something to make it less effective on those ships while still leaving it intact for the specialized ships. -- Greater Love hath no man than this; that a man lay down his life for his friends.
Mercenary Services Recruiting |

Dinkums Magoo
|
Posted - 2007.08.29 19:55:00 -
[58]
Originally by: Baherroth by the way, ive got a better curse setup now, i worked it out with my skills i can take a bs to 0 cap in 2 or 3 rounds
4 x Medium Unstable Neut 1 x Recon Probe Launcher
10mn Afterburner II Warp Disruptor II 4 x Sensor Damp II
4 x Cap Power Relay II
Rigs : 2 cap Rigs
you can PERMANENTLY run the neuts, ab, disruptor AND damps with decent skills, and stay at about 22-24km range, still a PERFECT 1v1 Ship, BUT you will have to realize that your tank is the DAMPS if anyone else shows up, get out ASAP - cos even like before, you'll die if any SERIOUS support shows up
Thanks Bah
I had the same idea, but drones=dead, fof=dead, faster than you(you're very slow)=dead
as much as it sux, you do seem to have the best fit possible these days though
|

Arkios Odymei
D00M. Triumvirate.
|
Posted - 2007.08.29 20:02:00 -
[59]
Well, for the Curse I have come up with this:
Lows- Small Armor Repairer II 1600mm Reinforced Rolled Tungsten Plates I Energized Thermic Membrane II Energized Adaptive Nano Membrane II
Mids- 10MN MicroWarpdrive II Dark Blood Stasis Webifier Fleeting Warp Scrambler I Balmer Series Targeting Inhibitor I Balmer Series Targeting Inhibitor I Sensor Booster II (or more EW if you like)
Highs- Small Energy Neutralizer II Small Energy Neutralizer II Small Energy Neutralizer II Medium Nosferatu II Medium Nosferatu II
Rigs- Anti-Kinetic Pump I Capacitor Control Circuit I
Orbit at 13-14km with small neuts on your main target, and you Med Nos on the target or other ships to help sustain you. You have 2-3 TD's in there to help out on the EW aspect. I kinda like having a Sensor booster tho because of all the Sensor Damp abuse going on these days. I also happen to run LG slaves btw, so I'll get a little more out of the 1600mm plate too.
As for the Pilgrim... well thats a tough one. You can see what i think it needs in this thread
Originally by: Arkios Odymei
Currently the Pilgrim (and Curse) have this bonus: "20% bonus to Energy Vampire and Energy Neutralizer transfer amount" resulting in a 100% bonus to the drain amount at Recon lvl 5.
What IF the bonus was changed to: "15% bonus to Energy Vampire / Energy Neutralizer transfer amount and capacitor usage" resulting in a 75% bonus to nos/neut drain amount and a 75% reduction to neut cap usage at Recon lvl 5.
This new bonus sacrifices 25% of the previous drain amount bonus for better Neutralizer sustainability. Pre-patch, the Pilgrim was able to use it's nos to fuel it's neutralizer(s) aswell as it's own defenses. Currently Post-patch, it is unable to do this... but if the bonus were to change as above, the Pilgrim will be able to perform the role of energy neutralizing without requiring the nos as much to sustain it.
Thoughts?
------------------------------------------------------------------
|

Rialtor
Amarr Yarrrateers
|
Posted - 2007.08.29 20:17:00 -
[60]
Originally by: Insidi Us I'm selling my Pilgrim once I get back into the game. But since the NOS change will not go away, what are your suggestions to fix the Pilgrim/Curse? A lot of people are complaining, but what change would you like the devs to make? Since they are e-war boats, what other form of it should be added to the Pilgrim bonuses?
I thought that there were some other successful builds floating around for the curse at least that didn't use nos. Or was I mistaken when people were talking about some kind of nano based, shield tanking, missle wielding Curse?
|

Aluminium Disaster
Amarr Ministry of War
|
Posted - 2007.08.29 20:52:00 -
[61]
my setup i expect flaming :P
2* 50w infectious 1*med diminishing 1*cov ops
fleeting scram, fleeting web, electromech, 2 balmers td
med rep t2, ss energized therm, ss energized kin, ss eanm and 800 rt.
69,69, 71 76 resists 4875 armor hp. works ok for me
gonna fit rep amount rig to make whole thing lil more effective.
Alu
yes it is *snip* great being Amarr :)
fyi yes i am the FNG
No need for that over and over - Tallan |

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.29 20:55:00 -
[62]
Originally by: Rialtor I thought that there were some other successful builds floating around for the curse at least that didn't use nos. Or was I mistaken when people were talking about some kind of nano based, shield tanking, missle wielding Curse?
Sac is far superior for that job now. And the problem isn't really the curse. Itsthe pilgrim.
|

Solo2110
Amarr Black-Label Legionnaire Services Ltd.
|
Posted - 2007.08.29 20:59:00 -
[63]
My strategy for fitting the amarr recons properly for pvp is to train gallente cruisers to 5....
BTW, love the sacrilege.
"I plead the 1/5th"
|

IamBen
Caldari Celestial Apocalypse Insurgency
|
Posted - 2007.08.29 21:18:00 -
[64]
My alt is currently training lvl 5 energy emissions and already has recon 5.
I was hoping that the pilgrim or curse could quickly wipe out the cap of an enemy and decimate them. The problem now is that if the enemy has a cap booster they are probaly going to outlast you in the cap war.
The pilgrim/curse I think is still a very useful ship because of the amount of capacitor it can knockout while still being a fast moving cruiser.
I believe that the Amarr recon is going to be doomed to be like caldari recons, excellent in gangs but not solo pwnmobiles like they previously were.
A curse can quickly drain a bs's cap while an assisting ship can put out the damage. Basically, the amarr recons are now solid gang ships, and until I can find a good set up, thats about it
|

Aramendel
Amarr Coreli Corporation Exuro Mortis
|
Posted - 2007.08.29 21:25:00 -
[65]
Originally by: IamBen I believe that the Amarr recon is going to be doomed to be like caldari recons, excellent in gangs but not solo pwnmobiles like they previously were.
A curse can quickly drain a bs's cap while an assisting ship can put out the damage. Basically, the amarr recons are now solid gang ships
Exept exactly this isn't the case.
The pilgrim never was a gang ship and unless they change it drastically will never be. It has a range of 12k for the nosses/neuts, and putting a recon ship within web range in gang combat is having a suicide wish. For EW support every single other force recon is better.
The curse is still a decent gang ship. However the problem is that the bigger the gang the less useful it gets. Its EW support is, again, subparto the other combat recons and cap warfare is only useful if you drain the cap of a target before it gets destroyed. Which won't happen in bigger gangs, making cap warfare pretty pointless there.
The curse partly and especially the pilgrim had a strong solo aspect simply because their gang aspect wasn't and isn't as good as that of the other recons.
|

Rialtor
Amarr Yarrrateers
|
Posted - 2007.08.30 00:23:00 -
[66]
I don't have the ship and I am sort of new, but I'll throw some ideas out there, see what more experienced people think? What about using only neuts, try to blast through his cap as quick as possible, use ECM drones, TDs, at some highspeeds to try and stay alive? After his cap is drained, run 1 active neut, recall the ecm drones and dispatch the attack drones. Think that would work vs. active armor tankers?
|

ViolenTUK
|
Posted - 2007.08.30 01:36:00 -
[67]
Edited by: ViolenTUK on 30/08/2007 01:36:22 Im going to make a short, brief but straight to the point statement. CCP should stop nerfing things. 
www.eve-players.com |

Lance Fighter
Amarr
|
Posted - 2007.08.30 02:13:00 -
[68]
Here is what I came up with, on EFT... granted, not tried in practice.
Medium Armor Repairer II Energized Thermic Membrane II Energized Magnetic Membrane II Damage Control II Beta Reactor Control: Capacitor Power Relay I
10MN Afterburner II Cap Recharger II Fleeting Propulsion Inhibitor I Fleeting Warp Scrambler I Medium Capacitor Booster II (Cap booster 200 charges: The idea here is to outlast your opponent, not run out of cap booster charges first. 200's should let you do that)
Covert Ops Cloaking Device II Medium Energy Neutralizer I Medium Energy Neutralizer I Medium Nosferatu I
Capacitor Control Circuit I Capacitor Control Circuit I
5x Hammerhead II 5x Hornet EC-300
*requires recon 4*
Ok. This setup is sustainable, to a point... until it runs out of cap charges. Once it runs out of cap charges, you had better hope you can nos enough cap, or get your ECM drones to jamm him long enough to get out, or cloak, and then warp.
it will pull 160 some dps with my skills... no, nothing worth mentioning. Only engage amarr targets, as everyone is is guaranteed to pwn you with blasters/AC's/missiles.
Cap is stable, with the setup... could pull off cap recharger for 400 charges, but the idea is to outlast the other guy, and 400/800 charges take too much room. Oh yea, you only need the cap booster on if your repper is running. Cap calcs are done with the nos off.
|

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.30 04:01:00 -
[69]
First this thread is about the pilgrim and fittings related to the ship, not the curse.
Second, those who thinks that the pilgrim is a good small recon is totally lost. If your buddy said, 'hey lets go hunting bring a recons ship' every other recon ship will do a much better job despite the circumstances than the pilgrim
Third, the more people involved in the fight, if you’re outnumbered or not makes the pilgrim far less effective. Because you will need to get into close range to use your nos/neuts, every other recon doesn’t need to get into close range. The rapier can web at 40km and curse nos at about 37km. Also note if you outnumber the enemy the nos/neuts are pointless as you will be out damaging the targets tank than losing cap isnt an issue. It will be far more effective to tp, web to increase dps, jam, dam to decrease the chance of one of your gang members to lose a ship.
The ecm drone idea may seem great on paper, but to rely on 5 drones to deliver dmg is very risky.
To use cpr and cap rechargers to maintain your neuts is a terrible idea. The pilgrim is such a close range ship that you need all your resources to disable to enemy by electronic warfare and to increase your tank.
Finally as someone who mentioned this, it seems evident now that if you were to come up with some so called 'fantastic' fitting for the pilgrim, you will find it will be seriously flawed and still be a total shadow of itself. That I think its time to just hang up your boots store the pilgrim in your hanger and hope ccp wake up and fix this ship.
|

midge Mo'yb
R.U.S.T. Phalanx Alliance
|
Posted - 2007.08.30 04:32:00 -
[70]
tbh the curse/pilgrim need a Capacitor cost reduction to neuts the make it viable maybee a 10% per level?
-----------------------------------------------
|

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.08.30 04:54:00 -
[71]
Edited by: Depp Knight on 30/08/2007 04:54:39 They will help it, but it’s still flawed. Remember it’s not a curse it doesn’t have the range, so it needs its tank. An extra 50pg increase, and 20cpu, decrease neut activation penalty and an extra mid slot will actually make the ship worthwhile. Maybe.
That’s a large buff, but I have just tested so many set ups. 2 nos 1 neut, 2 neut, 3 neut. cpr's cap rechargers, cap injectors, ecm bursts, duel armour reps. Shield extenders plus cpr, I even tried to fit a large neut :D couldn’t get enough pg out of the ship though :D. Man I have tried so many strange, bizarre, terrible, normal set ups with the new pilgrim and its just totally borked.
So I gave up and decided, hey I will just make it a shield extender, bcu, heavy missile cloaking ship.
But to my suprise the ship didnt have any launcher slots. So I tried arty's, thats how low I have to seek for this ship.
PS Yes the arty set up blows.
|

Zaran Darkstar
|
Posted - 2007.08.30 22:55:00 -
[72]
I don't use the pilgrim but the nos nerfed seriously nerfed my Punisher :( Yes i am minmatar but i really liked to use the punisher but now without the nos i really dont know what to put to the one high slot (ship has 4 highs but only 3 turret hardpoints and 0 launcher hardpoints) so i guess i ll be going back to the rifter now that can fit some missile or rocket bay at least.
but i had FUN playing the Punisher i could fly battleships but i was using the punisher instead it was big fun ship. Now i have little incentive to play any more :/
|

Phoenixgurl
Amarr Destructive Influence Band of Brothers
|
Posted - 2007.09.03 10:11:00 -
[73]
Edited by: Phoenixgurl on 03/09/2007 10:12:41 I'll need to test that on Singularity, but I might have found something worthwhile:
High: 1x Covops Cloak 3x 50w Neuts
Meds: 1x 10Mn Afterburner II 1x Scramber II 1x ECM burst II 2x Damps II
Lows: 1x MAR II 4x CPR II
Rigs: 2x CCC I
So the thing is with this setup, it relies on jamming with the ECM burst (about 33% chance) and the actual lock time (damps) after the jam. You can perma run this setup except for the afterburner. You shouldn't have to use the armor repairer unless you get shot at by drones (kill them) or by your target -- if you do not use the MAR II, you can perma run the afterburner for a sweet ~500m/s. Of course, this setup relies on your target being alone and you having max skills (pretty much like dual repping megas).
Thoughts? --------------------------
When the universe collapses and dies, there will be 3 survivors: Tyr Anasazi, the coc*roaches ... and Dylan Hunt trying to save the coc*roaches. --Tyr (Andromeda) |

Depp Knight
Evolution Band of Brothers
|
Posted - 2007.09.03 12:25:00 -
[74]
2 problems on that set up.
You relying on the ecm burst to get the jam and also, a ab with no web. Ships will just fly away from you.
|

Zubakis
Bambooule TALIONIS ALLIANCE
|
Posted - 2007.09.03 12:52:00 -
[75]
Before i start: 1. I cant fly this ship, dont have the skills. 2. This post is totally theoretical, so dont blame if i'm totally wrong.
Ok here is the setup:
[Lows] Medium Armor Repairer II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Reinforced Rolled Tungsten Plates I
[Mids] 10MN Afterburner II Balmer Series Targeting Inhibitor I Balmer Series Targeting Inhibitor I Balmer Series Targeting Inhibitor I Sensor Booster II
[Highs] Cynosural Field Generator I Covert Ops Cloaking Device II Medium Diminishing Power System Drain I Medium Diminishing Power System Drain I
[Rigs] Anti-Thermic Pump I Anti-Kinetic Pump I
It fits only with Recon V (EFT )
It's a gang setup. The tank is not sustainable if you cant nos, but you have a huge hp buffer, so this will give you probably enough time to participate in a combat.
If you can call in your carrier, you will probably be able to nos it for cap and run your repair forever.
-- Zuba |

N1fty
Amarr Galactic Shipyards Inc HUZZAH FEDERATION
|
Posted - 2007.09.03 13:59:00 -
[76]
3 words:
Egress Port Maximizer. ============================================
|

Phoenixgurl
Amarr Destructive Influence Band of Brothers
|
Posted - 2007.09.04 06:49:00 -
[77]
Originally by: Depp Knight 2 problems on that set up.
You relying on the ecm burst to get the jam and also, a ab with no web. Ships will just fly away from you.
Well, could always fit a web instead of the AB II. Otherwise, well the ECM burst is about the only good setup so far I've read. Anything else fails ... --------------------------
When the universe collapses and dies, there will be 3 survivors: Tyr Anasazi, the coc*roaches ... and Dylan Hunt trying to save the coc*roaches. --Tyr (Andromeda) |

Phoenixgurl
Amarr Destructive Influence Band of Brothers
|
Posted - 2007.09.04 06:50:00 -
[78]
Originally by: N1fty 3 words:
Egress Port Maximizer.
Well I've checked up on that and it's better fitting 2x CCC I than 2x Egress Port Maximizers. Do the math yourself, you'll find the exact same thing. --------------------------
When the universe collapses and dies, there will be 3 survivors: Tyr Anasazi, the coc*roaches ... and Dylan Hunt trying to save the coc*roaches. --Tyr (Andromeda) |
|
|
Pages: 1 2 3 :: [one page] |