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Mon Palae
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Posted - 2004.03.31 19:04:00 -
[1]
Edited by: Mon Palae on 31/03/2004 19:07:26 I'm soon to finish my training to get an Iteron Mk-V hauler. Given that this ship amounts to a big bullseye for roaming pirates I was wondering what a good defensive setup for the Mk-V would be?
First off I know a lone hauler in low sec space is ripe for being jumped by pirates and that it should have escorts. Nevertheless I'd like a good defensive setup as sooner or later I know I am bound to be out and about without an escort (I wish I could have a fleet of battleships drive around with me wherever I wanted to go and whenever it suited me but that ain't gonna happen).
I obviously have competing issues here...cargo space vs. other mods. While I know I will have to give up potential cargo space neither do I want it debuffed so badly as to have no more cargo than a Bestower with no expanders. In the end though I definitely opt for defense ability over cargo space.
I know I can make a Mk-V quite speedy (for a hauler) but I am not sure flat out speed will help overly much for defense. Most of the time I get caught now is on the jump-in side of the gate and get nailed while aligining for warp. It is here I waffle on what is best.
Warp stabs certainly but how many?
EW? If yes to EW jammers or dampers? (Dampers are easier but the attackers are generally on top of the gate anyway...not sure they'd do much good).
Hardeners?
Shield boosters? Do I have enough cap to make that useful?
Armor tank? Hate to let them through the shields but the Mk-V is better on armor than shields so maybe here is the place to tank.
Sensor Boosters (if I am going to do EW I need faster lock times but a hauler is so slow at that anyway would this even be enough)?
Go for speed and MWD to a safe distance to warp? Will it make the hauler fast enough before it is toast?
Once again, I know a hauler is in pretty serious trouble by itself from anyone committed to its destruction. Still...I can't help but try and defend it...maybe one day it'd be just enough to get away once.
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Chith
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Posted - 2004.03.31 19:25:00 -
[2]
Two warp stabs and instajumps. Fill in the rest with whatever other junk you feel needed. --- The Tarsis Shriners |

Mon Palae
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Posted - 2004.03.31 21:08:00 -
[3]
Quote: Two warp stabs and instajumps. Fill in the rest with whatever other junk you feel needed.
I take that to mean a hauler is simply SOL regardless of what it does fitting wise. That sucks but it is what it is I guess.
Instajumps are only partly helpful. The pirates get you on the warp out from the gate...not to the gate. Are there any passive sensor dampers that slow how long it takes another ship to get a target lock on you? That'd be useful.
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Dirty Sanchez
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Posted - 2004.03.31 21:11:00 -
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Might want to try some initia stabilizers as they make you get into warp really quick.
<Thrak> I AM ***
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Archemedes
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Posted - 2004.03.31 23:54:00 -
[5]
EW won't help, because the only mods that affect enemy targeting require you to lock on to them first (which you won't do in a hauler) or are too weak to actually help (ECM bursts can't break any decent ship's lock). So speed is your only real option for defense, although a couple good named 400mm armor plates and 2 armor hardeners might be a real surprise to any interceptor or frigate based pirates. Not sure if it would help against a battleship though...
I still think the best defense is a 10MN MWD and the rest of your low slots filled with nanofibers or overdrives though. Well, the best defense other than an escort anyway.
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Sally
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Posted - 2004.04.01 05:07:00 -
[6]
Quote: I still think the best defense is a 10MN MWD and the rest of your low slots filled with nanofibers or overdrives though. Well, the best defense other than an escort anyway.
With the introduction of Interceptors escort for Industrials has become obsolete.
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