
Joe Martin
Gunship Diplomacy
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Posted - 2009.01.05 21:16:00 -
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Originally by: Kelishnikov Was just wondering if some crusader pilots out there would throw up some setups that they are USING. No theoretical EFT fits please.
I have put a massive amount of combat hours in the ****pit of this ship post-QR, and here's my take: This ship's life blood is agility. Because it must fight so close to scram/web range the quicker you are able to change direction while maintaining speed the better chance you have against smaller/faster ships. Nanofi's will also allow you to maintain your relatively close orbit at a faster clip.
[Crusader, PVP] Tracking Enhancer II Tracking Enhancer II Nanofiber Internal Structure II Nanofiber Internal Structure II
Coreli C-Type 1MN MicroWarpdrive Fleeting Warp Disruptor I
Dual Light Pulse Laser II, Scorch S Dual Light Pulse Laser II, Scorch S Dual Light Pulse Laser II, Scorch S Dual Light Pulse Laser II, Scorch S
Energy Locus Coordinator I Energy Locus Coordinator I
14.8+1.9km range, 4.9km/s speed (this is with hyperlink + MY-1)
As has already been noted, the stacking nerf did hurt this a little bit, but as I previous outlined, the further away from web/scram range you are the better. The range + nanofiber's offer you the best survivability possible while allowing you to hit virtually anything. I especially appreciate the TE's against other interceptors.
I use coreli's for the smaller sig/cap penalties, allowing me to run full mods for a far more extended period of time. Fleeting disruptors also have the lowest cap use - I haven't found the 4km range on the tech II to be important. The max targeting range on a sader is only 25km at best, and by the time you're able to lock by the time you have the lock you'll be well within range of your target to use a regular disruptor anyways.
Despite the combination of speed, agility and as much range as possible, there are still targets you must simply avoid. Claws and taranis' you should not even waste your time with. Don't even toy with them. They're fast enough to break your low orbit relatively easily and as soon as they land a scram you're done. Obviously you must also be careful with rapiers/huginns and Arazus/lachesises. Most T1 frigs can also be dangerous if they've got MWD+scram, but generally you toe the water and watch their speed before you decide to engage; some are easy enough to pop that you might risk the scram anyways.
Keeping this in mind, some faster ships can be engaged, but only so long as you get to drop your orbit them while they're not moving directly towards you; if you try to enter orbit while you've got a ship doing 2km/s+ towards you they'll almost certainly get into scram/web range.
This ship is a great dogfighter and it's shame that it's becoming the FOTM ceptor (I see them ****ing everywhere now; too often with pilots of dubious ability to actually use it well).
A secondary fit I used for a while (if you're willing to risk the range loss), with some corp mates who still use it to great effect:
[Crusader, DPS/Cap Stable] Heat Sink II Mark I Generator Refitting: Capacitor Power Relay Nanofiber Internal Structure II Nanofiber Internal Structure II
Coreli C-Type 1MN MicroWarpdrive Fleeting Warp Disruptor I
Dual Light Pulse Laser II, Scorch S Dual Light Pulse Laser II, Scorch S Dual Light Pulse Laser II, Scorch S Dual Light Pulse Laser II, Scorch S
Energy Locus Coordinator I Energy Locus Coordinator I
13.1+1.9km range, same speed, 130+ DPS.
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