| Author |
Topic |
 Egil Kolsto Caldari Collwood Collective
|
Posted - 2007.02.07 21:11:00 - [ 1]
Having only really flown Ravens, I am trying to set up a Cormorant with my somewhat ****ty skills. This is what I have come up with so far: (level 1 mission main goal) 2x Tractor Beam 2x Salvager 4x 125mm Carbide Railgun 1 (Thorium ammo seems like a decent choice?)
1x Cold-Gas Arcjet 2x V-M15 (easy hardener with less cpu than Invulnv II) 1x Cap recharger II (price dependant)
1x Gyrostab II (no clue on price or if this is best use of low slot)
Currently I run out of cap after 110 seconds so very open to improvements. |
 Marquis Dean Caldari Indigo Fade
|
Posted - 2007.02.07 21:13:00 - [ 2]
tbh, you may as well buy two, fit one with all guns, to run the mission, and buy another one with tractor x 2 and salvager x 6 for cleaning up afterwards. You can bookmark spots in missions during the mission, end the mission and return to the bookmark and everything will still be there. Just seems more efficient. |
 Wintermoon Interstellar eXodus BricK sQuAD. |
Posted - 2007.02.07 21:16:00 - [ 3]
You want a Mag stab, not a gyrostab. ;)
You have good range on your guns and the ship is naturally slow. I'd go for more tanking over the afterburner. Passive hardeners with some extenders might be an idea.
Never flown one really so can't comment further. |
 Yakov Krasnov Caldari |
Posted - 2007.02.07 21:36:00 - [ 4]
Edited by: Yakov Krasnov on 07/02/2007 21:47:20 Well, if you are running L1's you might want to consider training up Connections, that will help you get to L2's quicker.
As for your L1 run-and-salvage rig, try this: 4x 125mm rails 1x Tractor 3x Salvager
1x 1MN Afterburner 1x V-M15 (Inv hardener) 1x Med Shield Extender 1x Benefactor shield recharger
1x Power Diagnostic System
That should help your cap usage situation a bit, though you will want to turn off your afterburner and hardener while the salvagers are active. If your fitting skills won't let you do this, swap the afterburner for a rat-specific passive hardener, and maybe downgrade the guns to 75mm's. The 75's track better and should make up for the fact that you aren't moving fast enough to have any control over your range. Named versions of the modules will probably be needed since you will probably run out of CPU. As for ammo, I'd carry Iron to kill things before you get close, and if you can't kill them fast enough or keep range, switch to Antimatter.
If/when you make it to level 2 missions, definitely consider using a second ship for salvage and looting. |
 Egil Kolsto Caldari Collwood Collective
|
Posted - 2007.02.07 21:38:00 - [ 5]
Ke..so Mag for the low.
The idea with the ship was to just have something to goof around doing level 1 missions with. As the ship is paperthin (compared to the CNR) I rather get some speed out of it. I avoided the whole raqt specific hardeners as I don't really want to sink much Isk into this one.
I'll give it a go and see how it turns out, still another 15days before I can try the Crow in level 1 mission... |
 Sokratesz Rionnag Alba Northern Coalition. |
Posted - 2007.02.07 22:29:00 - [ 6]
Tungsten ammo has decent damage, 40% range bonus and cap use bonus, its the best if you dont want all-out range (iron) or all out damage (antimatter) |
 Audri Fisher Caldari Burning Bush Enterprises
|
Posted - 2007.02.08 02:14:00 - [ 7]
use 150mm guns 2 tracking comps, use uranium ammo. most level 1 missions won't require any sort of tank. |
 Ademaro Imre Caldari |
Posted - 2007.02.08 02:40:00 - [ 8]
I do not believe you will have enough cap to run two multi-hardeners very long. Probably best to use some shiled amps. Don't forget to use a MACP in the low to poost power to load up more turrets. |