
VB Sarge
The Bastards
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Posted - 2008.01.08 00:01:00 -
[1]
In my polydrive stiletto, I use passive turret/missile dodgeing technique and it works pretty well.
In that, polydrive works, but the rest is crap...
In my polydrive Stiletto, I speed tank pretty well, and honestly don't have a ton of SP into interceptors, just basically enough to climb into it and not be ashamed of myself.
As far as 0.0 goes, Inty's will be taken out pretty quick in a lot of situations, but are hella useful.
Here's the set up I use on my Stiletto, don't have any Claw fittings, but I haven't used an Inty with any regard of doing damage yet, just gang tackle.
Highs: 2x 150mm AC II 1x Rocket Launcher
Mids: 1x 1mn MWD II 2x Warp Disruptor II 1x Cap Booster (with 100's)
Lows: 2x Overdrive II 1x iStab II or Nanofiber II
Rigs: 2x Aux Thruster I's
You can probably use T1 warp disruptors just fine with the new interceptor bonus, but the T2 will definately push you out to your max target range and even then some. As far as the cap booster, now that my skills are a little better cap wise, I might not need to use it. I haven't pulled it out of the hangar much since Trinity, but it uses a LOT less cap than it did before. With the istab, I can run a slightly quicker orbit at closer ranges, but the nano will get you a bit more speed. Quoting from the last time I flew it: istab: 5554m/sec nano: 6200ish. Honestly I'm not sure, just know that it's noticable I'd go with the nano these days due to the fact that I never orbit closer than 20km, thank you interceptor buff! Aux rigs due to the fact that I was under the influence of prescription medication when I bought the ship, and they are a lot cheaper than poly's. Poly's will give you a bigger boost though. If you are cap stable without the booster, maybe a sensor booster could fit there, giving you a tad more range and speed, so ships with a cloak wont be able to slip by you.
5500 is about where I draw the line of speed tank. Most missiles wont touch you, and neither will any gun at a 20km orbit. (unless they are a sniper 100+km away from you, then you're screwed)
You wont outrun experienced inty pilots, but you'll definately be useful as you'll be able to lock on to anything almost instantly, and gate cammping in one of these in 0.0 is pretty nice.
The guns are there for anti drone support. If anyone sends drones at you, you'll outrun them anyways, but you can take them out pretty easily with this, letting you make some sort of damage difference in the fight.
As far as skills needed, the capacitor recharge skill, get that up to 4 at the least, and anything that isn't a core skill (like mechanic, navigation, electronics, engineering, etc) get up to 4 if it effects any module on your ship. The MWD skill to 4, and Acceleration control to 4 are two key skills to have here, they will make you faster and let you use less cap. Those skills will help out any other ship you have too, so it's a good investment. www.the-bastards.com |