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Marguerite Antiki
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Posted - 2008.12.25 20:59:00 -
[1]
Edited by: Marguerite Antiki on 25/12/2008 21:13:01 Morning all,
Am just curious if anyone here has any advice on what would make a usefull starter Amarr salvage frigate.
Am tinkering on having a second account that can just zip around and salvage / loot wrecks for my main and was curious what starter frigate in the Amarr Empire would be good at it ? Nothing fancy, as all I need is maybe a tractor beam and a couple of salvagers.
Can Salvagers and Tractor beams be put into High slots ofr ships with Missile slots ?
Thanks.
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Buga Buga
Hecate Inferno
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Posted - 2008.12.25 21:22:00 -
[2]
The Punisher could do the job. 2 salvagers/tractors, some cargo expanders, an ab and maybe a cap recharger.
Should have around 350ms speed and 400m3 cargo depending on the skills and modules.
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Marguerite Antiki
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Posted - 2008.12.25 21:48:00 -
[3]
Thanks,
this is a low level low grade alt I am tinkering on - so I will look into that.
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Xanos Blackpaw
Amarr The Firestorm Cartel
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Posted - 2008.12.25 23:10:00 -
[4]
how about...
punisher: salvaging eddition(free salvage)
4 salvagers 1 MWD(switch for ab is you plan on dead space) 1 cap recharge 4 cap power relays.
you wont need tracktorbeams if you are salvaging neutral salvage.
Playing minmatar is "like going down a flight of stairs in a office chair firing an Uzi". |

Toshiro GreyHawk
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Posted - 2008.12.26 19:48:00 -
[5]
Just go ahead and get the Coercer.
In fact - get two of them.
Fly your missions in one, then go get the other to salvage them. I put like 5 big weapons on my destroyers (whatever the power grid will support) and 4 salvagers and 4 tractors on the salvage ship. Works really well.
I also like to put a Micro Warp drive on the Salvage Ship, so I turn in the mission - so that the MWD works - then I can zip around really quick to the different wreck clumps.
You can put a Salvager on anything. If I'm just messing around, I'll but one big gun on a rookie ship and a Salvager, then go rat with it - but - that is messing around. If you don't want to mess around - get the destroyer.
I also like to put a Salvager on my Industrials. That way if I'm flying around and come across a wreck (after I've delivered my cargo) I'll go salvage it. Every now and then I get some really nice salvage that way, though mostly it's just scrap metal. *shrug* It all adds up.
Faction Schools Orbiting vs. Kiting |

Drahreg
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Posted - 2008.12.29 17:28:00 -
[6]
Originally by: Toshiro GreyHawk Just go ahead and get the Coercer.
Right ! The Coercer also is my favourite salvaging-ship. You can fit a row of good lasers that will be sufficient for all rats down to 0.4 sec. There are still enough slots for a tractorbeam and two salvagers. The Coercer also has a large cargohold that can be extended even farther. Dont forget to install a MWD or a afterburner if you have to make a quick escape.
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Joe Starbreaker
Starbreaker Frigateers Tear Extraction And Reclamation Service
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Posted - 2008.12.29 22:34:00 -
[7]
When suddenly ninjas got started, most of us were using the Executioner with two salvagers in highs, an afterburner and a small cap battery in mids, and two speed mods in the lows. Salvage parts take 0.01m3 of space, so if you're only taking salvage but not loot, you don't need much cargo room. Since you can't use MWD and most frigates don't have enough high slots to fit tractor beams, we liked the executioner for its high speed. It can get around to all the wrecks really quickly.
Now I use a Minmatar frigate, the Vigil, which has all the advantages of an executioner but also has a third high-slot, a stronger capacitor, and enough fitting for a decent buffer shield tank.
............. Now recruiting like-minded pilots. |

Jashan T'Okara
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Posted - 2008.12.29 22:50:00 -
[8]
A few months ago I got a wild hair and decided to set up a ninja salvager ship... I had a spare crusader lying around in my hangar so I set it up with 4 salvagers, t2 ab, and t2 overdrives in all the lows. Now I should have stopped there, but I was a bit past tipsy at the time and for some reason got the idea that salvage tackle rigs would make the ship perfect, so its got 2 of those. Now I have a ship that is really good at quickly salvaging other peoples wrecks, but that cost way more than I want to risk taking into other peoples mission areas for fear I'll get rat aggro and not get out in time and make the investment in the ship a waste. It is really damn good at salvaging tho, I have to say 
vvvvvvvvvv This is a sig, mmkay? vvvvvvvvvv Onoez!! I posterd with an ALT!??!!??? |

Harry Inskipp
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Posted - 2008.12.30 01:34:00 -
[9]
Amarr Frigate: Inquisitor. With one Cargo Expander you can carry a medium container. Enough grunt to run an afterburner with a medium shield extender. Three salvagers. With the three lows you can run a combo of expanders, nanos, and cap relays. The only other comparable frigate for salvaging is the Kestrel. Keep in mind that an MWD will reduce your cap. With an afterburner and relay, you can run 3 salvagers continuously. You'll have to play around to mount a Tractor beam. Very mission-configurable. For hostile environs run with the medium extender and a WCS. For friendly environs go with the small extender and slap on a Tractor in the fourth high slot.
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Toshiro GreyHawk
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Posted - 2008.12.30 05:48:00 -
[10]
I didn't get into it before but there are a lot of different configs you could use depending on what it is you want to do.
1) Salvaging your own mission wrecks - like I said - use a destroyer.
2) Ninja Salvaging someone else's wrecks - then you don't need the tractor beams since they won't work anyway.
3) High Sec Ratting - here, again - I use a destroyer with half guns and half salvaging equipment so I don't have to come back. You aren't going to encounter rats dangerous enough to need more guns so that's good enough.
4) I have on occasion had problems trying to salvage mission wrecks in a destroyer and had belt rats attack it. Now here - the Catalyst has an advantage in that it carries a drone. I've also fit a Capacitor battery on sometimes to my Catalysts, Thrashers and Cormorants.
The factors you're looking at are:
1) mounting points for salvagers or tractors 2) cap 3) cargo capacity 4) speed 5) protection 6) Powergrid and CPU 7) ship skills you already have trained. 8) ship skills you could train
Only you can decide which are the most important factors for you and what you are doing on any particular day. You could easily have several different ships fit out for different purposes if you wanted.
There are trade offs with the different things you can do to. For example fitting Over Drive injectors will increase your speed but reduce your cargo capacity where as fitting Expanded Cargo Holds will increase your cargo capacity while reducing your speed. But if you put a MWD on a ship with Expanded Cargo Holds then it's speed increase will more than make up for the amount the ECH's slow you down - BUT - you can't use that ship in mission space - at least with a functional MWD so it's not as good for salvaging missions - but - you can bookmark a wreck in a mission area and come back later after the missions turned in to use that MWD.
You are also far from being stuck with Amarr, especially for salvaging as you aren't really looking at having to cross train guns. Getting Factional Frigate 3 for any Faction is fairly quick and getting Destroyers after that - will let you use ANY of the various factions destroyers as well. Cross training other ships for combat involves armor vs. shield tanking and training for the particular weapons of that faction - hybrids, artillery, lasers or missiles but - for the most part that doesn't matter for your salvager since all salvagers use the same stuff whatever ship they're putting it on.
The point of all the above is - there is a LOT of stuff you can do - so read what people have posted, think about what it was they were doing with the ship/configuration and then experiment yourself to get something - or some things - you are happy with for what it is YOU are doing.
Faction Schools Orbiting vs. Kiting |
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