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Arana Tellen
Gallente The Blackguard Wolves Knights Of the Southerncross
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Posted - 2008.01.15 00:20:00 -
[31]
Originally by: Stuart Price Edited by: Stuart Price on 14/01/2008 23:13:22 HIGH SLOTS
4 x 75mm Gatling Rail II (Cal Navy AM, Cal Navy Iridium if you can find it, Spike) - Yes really, 75mm's. 1 x Standard Missile Launcher II (Precision and faction missiles, explosive and EM)
MED SLOTS
1 x 1mn Afterburner II 1 x 'Fleeting' Propulsion Inhibitor 1 x Warp Disruptor II 1 x Medium Shield Extender II
LOW SLOTS
1 x Magnetic Field Stabiliser II 1 x Tracking Enhancer II
RIGS
1 x Anti-EM Screen Reinforcer 1 x Auxiliary Thrusters
Kills all known interceptors, dead.
but what ship? ---------------------------------
Oh noes! |

xHalcyonx
Amarr Wreckless Abandon
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Posted - 2008.01.15 00:22:00 -
[32]
Originally by: Hannobaal Artillery Thrasher.
I second this motion. I've taken down a few crows with this, though admittedly a neutron taranis ate me. ------------------- ნỊs uʍop əpỊsdn Support the introduction of Blaze M crystals for Amarr! |

Hannobaal
Gallente Igneus Auctorita GoonSwarm
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Posted - 2008.01.15 00:40:00 -
[33]
Originally by: xHalcyonx
Originally by: Hannobaal Artillery Thrasher.
I second this motion. I've taken down a few crows with this, though admittedly a neutron taranis ate me.
Web. And, if you need it, use a fitting mod and add a medium shield extender. It will fit if you're using 250s and an afterburner instead of mwd. With real good skills, it will fit even with an mwd (and all of it tech 2 fittings). You could even add a damage control on there.
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Tyrone Hunibi
ACCORD Industries Atlas Alliance
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Posted - 2008.01.15 01:06:00 -
[34]
Sniping Cormorant is one of my favorites...
7x 150mm rail ii 2x sensor boost (range script) / 2x tracking comps (optimal scripts) mapc
optimal with spike is 90+km if they get close to you switch scripts to tracking & switch ammo from spike to AM. The comedy factor is also not to be missed. Obviously you'll need a buddy to tackle it.
but for a more realistic setup - recons. Get him to engage some bait & uncloak a pilgrim or a rapier on him. Takes about 2 seconds to pop a crow that can't mwd. Piece of cake.
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Stuart Price
Caldari Havoc Inc Blood Blind
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Posted - 2008.01.15 01:21:00 -
[35]
Originally by: Arana Tellen
Originally by: Stuart Price Edited by: Stuart Price on 14/01/2008 23:13:22 HIGH SLOTS
4 x 75mm Gatling Rail II (Cal Navy AM, Cal Navy Iridium if you can find it, Spike) - Yes really, 75mm's. 1 x Standard Missile Launcher II (Precision and faction missiles, explosive and EM)
MED SLOTS
1 x 1mn Afterburner II 1 x 'Fleeting' Propulsion Inhibitor 1 x Warp Disruptor II 1 x Medium Shield Extender II
LOW SLOTS
1 x Magnetic Field Stabiliser II 1 x Tracking Enhancer II
RIGS
1 x Anti-EM Screen Reinforcer 1 x Auxiliary Thrusters
Kills all known interceptors, dead.
but what ship?
oops, copy-paste for the lose :(
Harpy "I got soul but I'm not a soldier" |

Boondok
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Posted - 2008.01.15 04:35:00 -
[36]
Protip:
Rapier Huginn Hyena.
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maihem
TBC VENOM Alliance
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Posted - 2008.01.15 08:52:00 -
[37]
Edited by: maihem on 15/01/2008 08:52:12 any of the Caldari missile spammers that have a bonus to missile velocity such as the.. Caracal Flycatcher Cerberus Hawk fitted with T2 precision light missiles will get the job done with varying points for style
don't try this on the others like the Drake or the Kestrel their missiles will never catch the inties and you will be deeply disapointed in the results
I dont jog, it makes the ice cubes jump right out of my glass. |

Niffetin
Gallente CONsordium Infinate
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Posted - 2008.01.15 08:59:00 -
[38]
I like the Coercer for it.
Jumped to 15 man camp with 2 Crows in it. Killed other one and other one was in low armor (I died to sentries, not the camp because I engaged the second Crow faster than it engaged me ).
--- Teeheee! |

velmistr Ecco
Caldari InNova Tech Inc Ethereal Dawn
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Posted - 2008.01.15 09:42:00 -
[39]
Originally by: Arakidias I'd use a cerb or a caracal instead of a drake as they have a missile velocity bonus.
Fit explosion velocity rigs and you should be able hit most below 7km/s inties with ease.
A good skilled caracal with t2 assault launchers has a rof of 2.3 seconds on them.
I have rof 5.85 on my caracal with t2 assault launchers. I think I'm quite good at flying caracal and I don't see how do you achieve 2.3s ROF. ROF in eve is not rate of fire but firing delay - but that you definitelly know it. 2.3s - hmmm.... tell me how :)
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Omarvelous
Destry's Lounge
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Posted - 2008.01.15 14:34:00 -
[40]
Edited by: Omarvelous on 15/01/2008 14:35:54 Edited by: Omarvelous on 15/01/2008 14:35:05
Originally by: Stuart Price
Originally by: Arana Tellen
Originally by: Stuart Price Edited by: Stuart Price on 14/01/2008 23:13:22 HIGH SLOTS
4 x 75mm Gatling Rail II (Cal Navy AM, Cal Navy Iridium if you can find it, Spike) - Yes really, 75mm's. 1 x Standard Missile Launcher II (Precision and faction missiles, explosive and EM)
MED SLOTS
1 x 1mn Afterburner II 1 x 'Fleeting' Propulsion Inhibitor 1 x Warp Disruptor II 1 x Medium Shield Extender II
LOW SLOTS
1 x Magnetic Field Stabiliser II 1 x Tracking Enhancer II
RIGS
1 x Anti-EM Screen Reinforcer 1 x Auxiliary Thrusters
Kills all known interceptors, dead.
but what ship?
oops, copy-paste for the lose :(
Harpy
I tested out your harpy the other day because I noticed you like a good Harpy post as much as I do. 
Mind some constructive criticism?
Comparing the setup you mentioned to the one I did.
Yours tracks better, but range is limited. Using my skills I get 0.17 tracking with your setup and 0.11 rad/s, and with mine 0.11 rad/s - Ive hit crows with mine, but who knows maybe you'd get more hits of better quality here.
Damage output is less than mine - again, this depends on hitting frequency and quality. Your tech 2 precision missiles will let you hit ships hitting 5250ish m/s - I think the Hawk with velocity bonus is better suited - however it is nice being able to get some EM or explosive damage out of a harpy.
I think we have different philospohies on the mids.
With the afterburner and aux thrusters you might get 600 m/s - which is essentially nothing to the inty pilot - they can and will dictate combat engagement vs you - ie they won't get into web range, but maintain scram range, etc.
The web - as I said above, very very rarely have I seen inty pilots get within web range, because they know its instant death. Now if you're keeping it to deal with another AF that comes into web range I can see the benefit of one.
Warp Disrupter II - With the inty pilot dictating range, unless they were dumb enough to get within web range, they'll just pull out of warp scram range the second things go south for them. This is where guns with better range will help you as the inty pilots burns away from you - you can keep on firing on them.
Medium Shield Extender - Well its a nice hit point buffer, and you have spare grid with your smaller guns. However I like the versatility of an active tank - try swapping out some of your mid slots for a shield booster and cap booster to keep the shields running.
I've got no arguments for your low slots - good balance of damage and tracking.
Rigs - I agree about the anti-EM screen, but the aux thruster? It might get you another 50 m/s with your AB or 5m/s if you were webbed. You might be better off with another EM screen or even a hybrid weapon rig that gives you more range, tracking or damage.
What do you think? __________________________________________________ Sup brosef! Destry's Lounge is looking for a few good drunks - contact me in game.
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