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Ivan En'Vec
Insidious Existence
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Posted - 2007.11.24 19:04:00 -
[1]
The Crusader has always been a little bit of a mystery to me. I have great inty skills, but gave them up long ago for HACs, BCs, and BSes. Interceptors are still more fun to fly, but I can't figure out how to make a Crusader effective, even though I know it's possible.
In small time PvP, pirating, etc. I fit something like:
4x Dual Light Pulse IIs
1mn AB II 7.5k scram
SAR II HS II F85 Damage Control Cap Relay
I can do great damage, tank reasonably well, and kill off most T1 cruisers, even the pitiful BC here and there.
But we live in the nano age, and an AB doesn't work for survivability in 0.0. When I fit a MWD: I'm going to too fast to hit a smallish target, and I still have to get in close due to the poor range of pulse lasers.
Are you guys fitting beams with scorch and 20km scrams, or is there something I'm completely missing? Missle boats don't have this problem of course, but the MWD/Tracking on a crusader I just don't understand.
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Verx Interis
Amarr Aurora Security
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Posted - 2007.11.24 19:41:00 -
[2]
An ex-corpmate of mine had what I believe was something like this:
4x Gatling pulse II
1MN Microwarpdrive II 20km scram (with the new bonuses it will actually be cap stable)
Mix of CPRII's and overdrives, maybe a repper in the lows.
CCC rigs help too.
-----sig-starts-here------ I survived Armageddon Day. I'm just too lazy to put a picture of a nuke in here. |
Brea Lafail
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Posted - 2007.11.24 21:52:00 -
[3]
http://oldforums.eveonline.com/?a=topic&threadID=280087&page=4#106
I use pulse with long-range t2 ammo or faction multifreq when I can afford to get in close.
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Rudy Metallo
G.H.O.S.T
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Posted - 2007.11.24 21:58:00 -
[4]
Edited by: Rudy Metallo on 24/11/2007 22:02:11 Edited by: Rudy Metallo on 24/11/2007 22:01:43 usually you just have to resign yourself to getting in close.
I usually test them to see if they have a web first (zipping close by w/ the mwd active), and if they do I bail.
Don't really know what to say sides that.
Oh, and use Navy MF, not generic.
Edit: For the record, my fit is -
4x Dual Anode (or is it Afocal? whichever one is better) Light Pulse
1x Phased Mono MWD 1x fleeting scram (20km)
1x SAR 1x HS II 2x CPR --
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St'oto
Yarrrateers
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Posted - 2007.11.24 22:05:00 -
[5]
always use t2 on a t2 ship m8
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Rudy Metallo
G.H.O.S.T
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Posted - 2007.11.24 22:08:00 -
[6]
Originally by: St'oto always use t2 on a t2 ship m8
Fail.
Fleeting = less cap = more survivability
But yes, I know I need to train SET 5. But MLO 5 take priority. --
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Firkragg
Blue Labs Knights Of the Southerncross
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Posted - 2007.11.24 22:14:00 -
[7]
Beam saders probabaly the best anti inty ceptor. Its cap problems come apparent in longer fights though. Pulse sabers are fun and have less cap issues but for close up work malediction is uber :D
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Kumas DeSauj
Amarr The Azimuth
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Posted - 2007.11.24 22:25:00 -
[8]
hold on a sec... since when did a crusader get a second midslot? _________ [08:47:49] Kumas DeSauj > at the tone, kumas has performed another stupid maneuver. [08:47:58] Kumas DeSauj > *BEEP!* [08:48:05] Kumas DeSauj > *BEEP!* [08:48:11] Kumas DeSauj > *BEEP! |
Brea Lafail
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Posted - 2007.11.24 22:29:00 -
[9]
Originally by: Kumas DeSauj hold on a sec... since when did a crusader get a second midslot?
You're thinking retribution, the amarr AF with 1 mid.
Crusader is the amarr "heavy" interceptor. Quotes because it's actually the lightest?
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Kumas DeSauj
Amarr The Azimuth
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Posted - 2007.11.24 22:37:00 -
[10]
Quote:
You're thinking retribution, the amarr AF with 1 mid.
Crusader is the amarr "heavy" interceptor. Quotes because it's actually the lightest?
oops, that's the one. shows you how often i've used a crusader. _________ [08:47:49] Kumas DeSauj > at the tone, kumas has performed another stupid maneuver. [08:47:58] Kumas DeSauj > *BEEP!* [08:48:05] Kumas DeSauj > *BEEP!* [08:48:11] Kumas DeSauj > *BEEP! |
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Stuart Price
Caldari Havoc Inc
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Posted - 2007.11.25 00:49:00 -
[11]
Your setup works for tackling/killing stuff that doesn't web or neut but as you say, it has some harsh drawbacks and if they DO have a web/neut then it's over.
Beams, MWD, speed mods. You'll be safe from webs, if they neut you can burn outside range and either run or recover, they'll have a hard time hitting you at around 8km/s and you'll be good against other 'ceptors. "I got soul but I'm not a soldier" |
Kalidann
Caldari Appetite 4 Destruction
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Posted - 2007.11.25 04:24:00 -
[12]
Here's my setup:
4x Dual Light Pulse II - Scorch
1mn Microwarpdrive II Warp Disruptor II
Small Armor Repairer II 2x Overdrive Injector II Capacitor Power Relay II
Quick note: You cannot keep the mwd and the disruptor on at the same time, fight at 11km (just out of optimal for the lasers) and **** people off. Don't use the SAR except out of battle, you don't have the cap to sustain it
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Synseer
Minmatar Deadly Addiction
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Posted - 2007.11.25 06:53:00 -
[13]
as with any inty, range=life
fit:
4x Dual light beamII with xray/microwave mwd, 24km 2over, 1nano, 1cpr
all tech2 or w.e skills allow
you wont do much damage but you should also be faster than anything else with perhaps 1 exception given equal level fittings. any cepter that chases after you is toast.
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Orin Fatch
The Collective Against ALL Authorities
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Posted - 2007.11.25 07:34:00 -
[14]
Edited by: Orin Fatch on 25/11/2007 07:35:11
I use pulses with scorch and orbit at 12km, = very good ship otherwise.
4x Dual light pulse II with scorch/TS microwave faction mwd or T2, 24km named DC (maybe t2 i forgot) 1 overdrive, 1 inertia (for orbit), 1cpr
sure its not as fast as the above setup, but IMO much more durable. Orin. ---- There will be bloody mayhem.. |
Synseer
Minmatar Deadly Addiction
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Posted - 2007.11.25 07:37:00 -
[15]
you want a durable interceptor, fly a jaguar...anything else that is getting hit is going down
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Karyuudo Tydraad
Caldari Whiskey Pete's Drycleaning Services The Acquisition
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Posted - 2007.11.25 08:16:00 -
[16]
4 x DLB II w/ Amarr Navy Microwave S 1 x 1 MN MWD II, 1 x Warp Disruptor II/named disruptor (for cap use until trinity) 2 x OD II, 1 x nano II, 1 x CPR II
No rigs. |
Xzar Fyrarr
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Posted - 2007.11.25 08:25:00 -
[17]
I may be just have lack of interceptors [ even though they are by far my favorite class of ship] but shouldn't an inties main tank be speed and distance?
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Lyria Skydancer
Amarr Uninvited Guests Cult of War
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Posted - 2007.11.25 09:27:00 -
[18]
Edited by: Lyria Skydancer on 25/11/2007 09:27:17
Originally by: Xzar Fyrarr I may be just have lack of interceptors [ even though they are by far my favorite class of ship] but shouldn't an inties main tank be speed and distance?
Totally depends. You cant fit and fly inties in so many ways/roles its quite the mess, in a good way.
You wanna gank inties that try to tackle your friends maybe. Then youll fit a sader with web and pulses (also good for webbin at bubble camps you set up) You wanna solo nastier stuff, fit long range and perma mwd, scram, beam setup You wanna just go fast and instantly tackle whatever you put your mind on, fit for pure speed and tackle. etcetc.
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Brutus Proqqus
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Posted - 2007.11.26 09:10:00 -
[19]
4x Dual Light Pulse II
1x 1mn Mwd II 1x Fleeting Warp Scrambler
1x Small 'Accommodation' Repairer 1x Heat Sink II 2x Beta CPR
Copyed from the SHC forums (setup by FraXy)
perfect fit.
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Kalidann
Caldari Appetite 4 Destruction
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Posted - 2007.11.26 12:32:00 -
[20]
I perfer flying my crusaders with repairers...
then again, I usually fly behind enemy lines and repairing at a station isn't a possibility.
If I'm taking damage, thats usually a sign that I need to GTFO, but taking a couple good hits shouldn't mean my reign of terror is over =)
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Gartel Reiman
Project F3
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Posted - 2007.11.26 13:29:00 -
[21]
Edited by: Gartel Reiman on 26/11/2007 13:33:35 I've noticed a couple of posts that mention orbiting at 11 or 12km. With heat, a Tech 1 web will reach out to 13km, so if you're doing this you'll have to be ready to turn and get range as soon as you noticed your speed dropping, else you'll be snared and popped very quickly. True, not everyone has Thermodynamics trained, but then not everyone has a web and I wouldn't fly within 10km unless I had intel that the ship was webless (though I do like the 'test' idea above). To my mind, if your tactic is "stay out of web range", then web range is 13km.
I like flying my Crusader as a fast tackler in a gang, so with that in mind the following works a treat:
4 x Dual Light Beam II w/ Radio
1 x 1MN MWD II 1 x Warp Disruptor II
1 x Overdrive II 3 x Beta CPR
With my reasonably-good-but-not-uber skills, this is cap stable with the MWD, disruptor and up to two lasers on, and will reach around 5km/s. If you swap the T2 disruptor for a fleeting, it's completely stable - but I prefer the extra 4km range. I tried Aurora in the lasers for a bit, but found its vastly reduced tracking meant I couldn't hit anything with the MWD on (and since my primary role is a tackler and I have no tank, I'm not going to slow down to add some pitiful fraction to the gang's DPS), plus the extra cap consumption hurt sustainability even more. With Radio I had no problems hitting battleships and BCs, and it means that if you want you can use Dual Modulated beams instead of T2 without really changing much.
I'm in empire so there's no problem with docking for repairs if need be, but I haven't taken anything more than a few dings off the shield yet. I'm aware that in theory this is a great inty killer - I had six enemy inties chasing me around while I was harrasing their station camp, and I was able to stay out of range and damage - but I'm not confident of my ability to stay between 13 and 24km reliably, either through the Orbit/Keep At Range orders, or through manual flying. If I knew they didn't have a web, I would probably just hit Approach and match my speed to theirs, but against say a Malediction I would lean on the side of caution and he would probably end up warping out.
Edit: I should clarify that while there are undoubtedly 'better' Crusader setups out there, one of my goals was to make this reasonably affordable so it wouldn't be too painful to lose. Of course you can stick a couple of polycarbon rigs on there to make it better, but I'd much rather be able to replace the ship five times over.
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Naomi Wildfire
Amarr Stardust Heavy Industries Majesta Empire
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Posted - 2007.11.26 13:32:00 -
[22]
I'm running
4x Dual Light Beam II (T2 Ammo or UV Ammo)
1x 1mn MWD II 1x Disruptor II
2x Nano II 2x Overdrive II
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Ivan En'Vec
Insidious Existence
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Posted - 2007.11.26 15:30:00 -
[23]
Thanks.. I like Gartel's setup best. I think you'd have to have beams with scorch to get decent range, and you'd have to have cap relays to support a constant MWD, scram, and 4 beams. It hurts not having an armor rep on it, but makes sense I suppose. I'll give it a shot here. I'm not sure the beams will be able to hit other intys because of tracking, but we'll see. :)
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