| Author |
Topic |
 Fehz Caldari Provisions
|
Posted - 2007.09.04 16:18:00 - [ 1]
I've been playing for 6 months now. I believed when I started playing that in 2 months, I might be effective in combat. Of course we all know this is wrong. At two months, I belived I may be useful at 6 months. I kind of am. I deal a little extra dps. I'm like a large drone for my corp mates. What I want to do is find out if I will ever have a caldari ship that would have enough damage to break a halfway decent tank on my own. Any suggestions for what ship I may want to hop into and what I should train for that could take down a cruiser-sized ship and stay safely within 20km so I can scram em'? It just seems to me that all effective caldari ships were meant to fight from 60km+ .... time for a faction scram and a load of damps maybe? |
 Benn Helmsman Caldari Dark Prophecy Inc. |
Posted - 2007.09.04 16:26:00 - [ 2]
You can deal some damage with a caracal, but its nearly impossible to tank and tackle at the same time. Especially if you want to move fast enought to outrun a hauler ^^ |
 Shina Windol Caldari XII Legion Southern Connection |
Posted - 2007.09.04 16:33:00 - [ 3]
The problem with Caldari is that until you get into a Ferox or a Drake, it's very hard to stick in close combat with anything other than a Merlin or a Kestrel...especially solo. You're best bet, there chief, if you really want to go cruiser-class pvp and stick up close is to either cross-train to Gallente or fit up a tank-only Caracal with Assault Missile Launchers or HAMS. If you do want to go with the Caracal, remember that it's a VERY fragile ship...once the shields are gone your life expectancy is measured in the time it takes for your slayer's guns to recycle so your mids should be almost entirely shield related. If you want something else in there, I'd recommend either a 20km warp disruptor or a Afterburner/MWD...but really an either/or since having both with drain your tiny cap reserve fast and leave you in a cold, dark wreck in the middle of space  |
 Fehz Caldari Provisions
|
Posted - 2007.09.04 16:34:00 - [ 4]
I know ecm was badly nerfed.. but what about using a racial ecm and only shooting at say.. gallente.. a racial ecm, a dampener (to slow lock times), a cap booster, a mwd, and a web? Throw in a medium T2 drone and some T2 launchers and as many bcs's as i could fit.. think that'd do the trick? |
 Fehz Caldari Provisions
|
Posted - 2007.09.04 16:38:00 - [ 5]
Originally by: Shina Windol The problem with Caldari is that until you get into a Ferox or a Drake, it's very hard to stick in close combat with anything other than a Merlin or a Kestrel...especially solo. You're best bet, there chief, if you really want to go cruiser-class pvp and stick up close is to either cross-train to Gallente or fit up a tank-only Caracal with Assault Missile Launchers or HAMS.
If you do want to go with the Caracal, remember that it's a VERY fragile ship...once the shields are gone your life expectancy is measured in the time it takes for your slayer's guns to recycle so your mids should be almost entirely shield related. If you want something else in there, I'd recommend either a 20km warp disruptor or a Afterburner/MWD...but really an either/or since having both with drain your tiny cap reserve fast and leave you in a cold, dark wreck in the middle of space 
I've already begun to slowly cross-train gallente, but I'm realizing the armor tanking skills I'm going to need will take a while and I wanted to see if I could just stay with Caldari. I can fly battlecruisers, but it usually ends in a stalemate.. they can't break my tank and I can't break theirs, whatever they may have. I've been thinking of going with a ferox with T2 blasters, HAM's, and some ECM or as much of a tank as I could fit without suffering any on my damage capabilities. |
 Shina Windol Caldari XII Legion Southern Connection |
Posted - 2007.09.04 16:40:00 - [ 6]
Originally by: Fehz I know ecm was badly nerfed.. but what about using a racial ecm and only shooting at say.. gallente.. a racial ecm, a dampener (to slow lock times), a cap booster, a mwd, and a web? Throw in a medium T2 drone and some T2 launchers and as many bcs's as i could fit.. think that'd do the trick?
ECM was nerfed fairly badly, BUT, there are specific bonuses on a handful of Caldari ships that make it worthwhile and effective still. a single ECM on a Caracal won't do jack. If you want to work magic with ECM, buy a Blackbird...they still work. perhaps a second damp would work better if you insist on a no-tank setup. but know that basically, no matter what you do, if you're in a Caracal and you get warp jammed, you're boned  |
 James Lyrus Lyrus Associates The Star Fraction |
Posted - 2007.09.04 17:09:00 - [ 7]
Edited by: James Lyrus on 04/09/2007 17:11:17 Edited by: James Lyrus on 04/09/2007 17:10:01 Train another race. Seriously. Caldari do good damage at mid ranges, and can hit at extreme ranges. (ROkh outranges basically everything, and the raven can lob missiles that far too).
However, at short range, they're outclassed for damage output. Lots of fighting is short range.
Some is at extreme range - e.g. fleet sniping. Extreme range fighting in a raven is a waste of time, but the Rokh's credible - doesn't actaully do all that good a damage output, but has a nice looong optimal.
Other than that, you have ECM ships, which are uniquely Caldari. They're rather nice, but... well, rather fragile, and rather popular targets.
None of the above, however, work particularly well solo. Gang support is where your niche lies, if you wish to continue being a Caldari pilot. |
 Thorek Ironbrow Caldari CAPS Holding Capital Storm |
Posted - 2007.09.04 17:13:00 - [ 8]
For short range you'd want either a Destroyer or a Moa.
Otherwise cross-train. |
 Reem Fairchild Minmatar Punic Corp.
|
Posted - 2007.09.04 17:14:00 - [ 9]
Edited by: Reem Fairchild on 04/09/2007 17:15:49 What about a blaster Moa? Tech 2 blasters and null ammo = 6-7 km optimal range and 5-6 km falloff on ion blasters and with halfway decent damage. |
 Gerrard Lea Caldari PLAYERS OUTSIDE THE REALM OF NORMALITY ORDER |
Posted - 2007.09.04 17:16:00 - [ 10]
Try the Moa its a pretty good solo machine. Blaster - Neuts Mwd - 20km warp jammer - Shield hardeners DCU - Propulsion upgrades - Put some hull hp extenders on once XD
Change it up a little, maybe an armor tank. |
 Fehz Caldari Provisions
|
Posted - 2007.09.04 17:45:00 - [ 11]
Originally by: Gerrard Lea Try the Moa its a pretty good solo machine. Blaster - Neuts Mwd - 20km warp jammer - Shield hardeners DCU - Propulsion upgrades - Put some hull hp extenders on once XD
Change it up a little, maybe an armor tank.
i can't stop laughing.. structure tank... but i may try a moa.. think it could outperform my harpy? cause it can't damage worth a poop either.. i got most base gunnery skills to 3 and some to 4 and assault ships to 4 and i can't take down a guristas eradicator.. i can get it to 30% shield and there it stays.. |
 Reem Fairchild Minmatar Punic Corp.
|
Posted - 2007.09.04 18:08:00 - [ 12]
Originally by: Fehz
Originally by: Gerrard Lea Try the Moa its a pretty good solo machine. Blaster - Neuts Mwd - 20km warp jammer - Shield hardeners DCU - Propulsion upgrades - Put some hull hp extenders on once XD
Change it up a little, maybe an armor tank.
i can't stop laughing.. structure tank... but i may try a moa.. think it could outperform my harpy? cause it can't damage worth a poop either.. i got most base gunnery skills to 3 and some to 4 and assault ships to 4 and i can't take down a guristas eradicator.. i can get it to 30% shield and there it stays..
Wait, do I understand you correctly? Most of your gunnery skills are only at 3 (which would mean you can't use tech 2 guns, unless you are not counting those skills in what you wrote above) and you are complaining about not doing enough damage? |
 Neuromandis |
Posted - 2007.09.04 18:30:00 - [ 13]
Originally by: Fehz i can't stop laughing.. structure tank... but i may try a moa.. think it could outperform my harpy? cause it can't damage worth a poop either.. i got most base gunnery skills to 3 and some to 4 and assault ships to 4 and i can't take down a guristas eradicator.. i can get it to 30% shield and there it stays..
It's not that strange if you stop to think about it. But in my opinion a harpy is better hands down. Podkills fast too. Decent with blasters. But come on, without T2 guns there's no such thing as damage, especially for close range guns... |
 CrushProject Priory Of The Lemon Atlas Alliance |
Posted - 2007.09.04 18:42:00 - [ 14]
thorax should beat a moa in most every situation i can think of as a blaster platform.
A range bonus from the moa can help, but its not going to make a difference like the dps increase the thorax gets when your talking that close of range. |
 lyrenna Caldari Soliders Of Eve
|
Posted - 2007.09.04 18:48:00 - [ 15]
try a blarpy with t2 neutrons or cross train gallente/minmatar. |
 Fehz Caldari Provisions
|
Posted - 2007.09.04 19:45:00 - [ 16]
Edited by: Fehz on 04/09/2007 19:58:49Edited by: Fehz on 04/09/2007 19:55:25 Originally by: Reem Fairchild
Wait, do I understand you correctly? Most of your gunnery skills are only at 3 (which would mean you can't use tech 2 guns, unless you are not counting those skills in what you wrote above) and you are complaining about not doing enough damage?
I have sm blaster specialization to 3 and small hybrid turret to 5 of course.. I was talking about surgical strike, motion prediction.. you know.. the ones that work with all guns. I guess I'll just keep training up that harpy... just so hard to fit a mwd to that thing and keep the cap going.. I know the mwd would only be to get into range, but still.. I wish there was a skill that would take 2% off cap nerf from mwd at least for each level... guess I'm still waiting forever to actually be able to play this game.. maybe a year from now I can hit hard enough to do a tiny bit of solo work. I already have a blarpy with T2 neuts.. but didn't do so well testing against corp mates. It would appear to make the thing survivable you'd need a faction sb. I guess I could drop a small load for that and do my best to pick fights appropriately.. I guess I'll just be looking for a few ospreys to pop..  Other than that.. what do you all think of this blarpy: 4x neut T2 w/ void rocket launcher w/ just a few faction rockets mwd, sm faction sb, fleeting web, fleeting 7.5k scram, mag stab, and another mag stab if I can manage it, but I'll probably need that last low slot for fitting... man.. I wish this thing had a tiny drone bay. I probably wouldn't take it out until I had surgical strike 5, assault ships 5, motion prediction 5, and small blaster specialization 5.. oh, and maybe shield compensation/management/etc 5.. I got most of those to 4 as it stands.. just wish this game was playable without spending $15 a month for 2 years first.. or that they had a newby only pvp area. edit: oh, and while i'm spending 200 mil for a frigate.. maybe some damage type implants would be appropriate. |
 Omarvelous Destry's Lounge Important Internet Spaceship League |
Posted - 2007.09.04 20:06:00 - [ 17]
Edited by: Omarvelous on 04/09/2007 20:08:05 Edited by: Omarvelous on 04/09/2007 20:06:18 Try using rigs. If you don't have the power grid or cpu for damage rigs, then try the tanking rigs - they will free up your slots for damage mods.
A kestrel at level 5 with bcu and thorn rockets has a good ammount of dps.
A Ferox is so slow (agility and speed) that it will have trouble getting into and STAYING within the optimal range of its blasters and HAMs. It's expensive but you could try to toy with the mass reducing and speed boosting rigs, to compensate...
Caracals with velocity and damage bonuses are great at taking out interceptors with tech II missles (use velocity rigs to deal with really fast intys).
As for gunships, you won't get a straight damage boost with skills - you will need to focus on navigation skills and speed rigs (Caldari don't have much armor anyways) to be able to dictate range - and stay at your optimal and hit more often for more dps, while your opponent struggles to hit beyond their shorter optimal.
It takes a little more finesse and outside-the-box thinking to fly Caldari ships - but its fun ;) |
 MITSUK0 |
Posted - 2007.09.04 20:11:00 - [ 18]
Edited by: MITSUK0 on 04/09/2007 20:11:33 If you want a high dps gank ship then train for one. Caldari ships do not fufill that role.
No one race provides everything, just pick out the ships that fit the role you want to fill and train for them.
|
 Reem Fairchild Minmatar Punic Corp.
|
Posted - 2007.09.04 23:27:00 - [ 19]
Originally by: Fehz guess I'm still waiting forever to actually be able to play this game.. maybe a year from now I can hit hard enough to do a tiny bit of solo work.
I don't know what you're talking about. I (well, my main character) have been playing since December last year, and I've been doing pvp combat (both in fleet and solo) since at least late January. I've trained up for (and regularly fly) every tech 1 combat ship smaller than a battleship (including Caldari), and I find Caldari ships work great. Maybe if you let go of the "gank and tank", and the "I have to kill things solo" mentalities you'd have more fun? |
 LarryBongo The Scope
|
Posted - 2007.09.05 00:54:00 - [ 20]
Close range: Drake, T2 HAMs, faction ammo, 3 x BCU and 5 Hobgoblin IIs. No rigs, maxed skills > 600 dps. With my less than stellar missile skills and 5 x Hobgoblin I, I'm still throwing out 520 dps. |
 lyrenna Caldari Soliders Of Eve
|
Posted - 2007.09.05 00:58:00 - [ 21]
Originally by: LarryBongo Close range: Drake, T2 HAMs, faction ammo, 3 x BCU and 5 Hobgoblin IIs. No rigs, maxed skills > 600 dps. With my less than stellar missile skills and 5 x Hobgoblin I, I'm still throwing out 520 dps.
to sad drake is a real fat lady...due to big mass hard to catching approching anything but ofc its probly going realy usefull in gang especialy with some remote sensor damps, 600 dps and some ewar support not bad for a small-medium sized gang.(but virtualy no tank ofc) |
 Liang Nuren |
Posted - 2007.09.05 01:05:00 - [ 22]
Originally by: lyrenna
Originally by: LarryBongo Close range: Drake, T2 HAMs, faction ammo, 3 x BCU and 5 Hobgoblin IIs. No rigs, maxed skills > 600 dps. With my less than stellar missile skills and 5 x Hobgoblin I, I'm still throwing out 520 dps.
to sad drake is a real fat lady...due to big mass hard to catching approching anything but ofc its probly going realy usefull in gang especialy with some remote sensor damps, 600 dps and some ewar support not bad for a small-medium sized gang.(but virtualy no tank ofc)
Eh, its not a bad fit. I'd probably do it if I had any Drakes laying around to play with. Liang |
 Igualmentedos Caldari |
Posted - 2007.09.05 02:35:00 - [ 23]
Originally by: Fehz I've been playing for 6 months now. I believed when I started playing that in 2 months, I might be effective in combat. Of course we all know this is wrong. At two months, I belived I may be useful at 6 months. I kind of am. I deal a little extra dps. I'm like a large drone for my corp mates. What I want to do is find out if I will ever have a caldari ship that would have enough damage to break a halfway decent tank on my own. Any suggestions for what ship I may want to hop into and what I should train for that could take down a cruiser-sized ship and stay safely within 20km so I can scram em'? It just seems to me that all effective caldari ships were meant to fight from 60km+ .... time for a faction scram and a load of damps maybe?
This is the beauty of caldari, they rely on range, which is useless. A majority of pvp situations take place at gate camps, so why bother with range? The answer? Don't. Train gallente and leave the bastardized caladari to suck some more. |
 Reem Fairchild Minmatar Punic Corp.
|
Posted - 2007.09.05 07:35:00 - [ 24]
Originally by: Igualmentedos caldari, they rely on range, which is useless. A majority of pvp situations take place at gate camps, so why bother with range?
Ever heard of Burn Eden? |
 LarryBongo The Scope
|
Posted - 2007.09.05 12:09:00 - [ 25]
To expand on my previous post.
Slight Tank / Mostly Gank Drake
Highs 7 x HAM II, Faction Ammo (18km Range)
Mids Photon Scattering Field II 2 x Invul Field II Langour Drive Disruptor Fleeting Warp Scrambler 10mn MWD II
Lows 3 x BCU II 1 x DC II
Drones 5 x Hobgoblin Is
Shield HP 6.5k, Resists: EM: 80.6%, Therm: 70.9% Kin: 78.1% Exp: 85.4%
DPS with my skills 520. Speed: 1070m/s (yes, she is a fat bird)
Yes there is no shield booster - its a high-resist damage buffer only. Kill them before they kill you.
Fit is pretty tight (AWU 4). If in gang with tackler, you can swap out the scram/webber for whatever combo of damps, tracking disruptors or sensor boosters floats your boat. If you are feeling particularly saucy and like living on the edge, drop the shield hardeners too and add even more of the above. If you're willing to sacrifice your drones' dps, pack some light ECM drones instead; they are more effective than their stats imply.
If you've got iskies to burn, think about rigs: 2 x auxiliary thrusters will give you an extra 200m/s (roughly). Or if you are still not happy with your shield buffer, 2 x Core Defence Field Extenders will add an extra 2k HP. More range for the missiles? Add Rocket Fuel Cache Partition/Hydraulic Bay Thrusters.
The nice thing about the drake is that people have a habit of assuming its all tank and no gank, so its not usually primaried. Use this to your advantage. |
 Odium47 |
Posted - 2007.09.05 15:09:00 - [ 26]
For small ship gangs a caracal will do, but shield it well and keep your fighting distance. For large ship fleets use the drake. For gate camping in large numbers, you can use either the raven or the rohk (sit at about 200-220 km). |
 DoMxj |
Posted - 2007.09.05 23:56:00 - [ 27]
Originally by: LarryBongo To expand on my previous post.
Slight Tank / Mostly Gank Drake
Highs 7 x HAM II, Faction Ammo (18km Range)
Mids Photon Scattering Field II 2 x Invul Field II Langour Drive Disruptor Fleeting Warp Scrambler 10mn MWD II
Lows 3 x BCU II 1 x DC II
Drones 5 x Hobgoblin Is
Shield HP 6.5k, Resists: EM: 80.6%, Therm: 70.9% Kin: 78.1% Exp: 85.4%
DPS with my skills 520. Speed: 1070m/s (yes, she is a fat bird)
Yes there is no shield booster - its a high-resist damage buffer only. Kill them before they kill you.
Fit is pretty tight (AWU 4). If in gang with tackler, you can swap out the scram/webber for whatever combo of damps, tracking disruptors or sensor boosters floats your boat. If you are feeling particularly saucy and like living on the edge, drop the shield hardeners too and add even more of the above. If you're willing to sacrifice your drones' dps, pack some light ECM drones instead; they are more effective than their stats imply.
If you've got iskies to burn, think about rigs: 2 x auxiliary thrusters will give you an extra 200m/s (roughly). Or if you are still not happy with your shield buffer, 2 x Core Defence Field Extenders will add an extra 2k HP. More range for the missiles? Add Rocket Fuel Cache Partition/Hydraulic Bay Thrusters.
The nice thing about the drake is that people have a habit of assuming its all tank and no gank, so its not usually primaried. Use this to your advantage.
Well thats pretty much the worst draka setup first of all drake is a passive tanker with the above setupu u have crapy shield no tank so u gonna die fastsince u fly a drake to engage mostly big ships and no rifters. since drake is bulky and missile boat and u have an optimal from 0 to 100km u dont really need a mwd or ab second u dont need a web since u are fighting big slow ships if u want to do dmg to a inty that orbits u very close and very fast for ur missiles to do much dmg switch to precition and also u can open ur medium energy drain and suck his cap right away (the best web in the market not nos drainer) Since u are 6 months i;ll explain with details 7x t2 heavies with(nave scourge ando keep some precision with u for inties)u can fit 6 or 5 and the rest fit energy drainers cayse u dont use cap at all so this way u can break any HAC tank easily but its a bit daring 1x drainer is k u dont need an active EM hard since u can use the t2 passive one wich if u have EM compensation skill to lv4 u get 50% and its passive 1xinvuln t2 or if u are solo u can put a t2 disruptor and then 3xLSE In lows u fit 2-3xBCU II and 1-2 inertia stabs just to get u in warp quicker if needed or maybe a t2 DC drones 5xt2 warriors or something like that RIGS u put 2 any shield ress u need and 1x shield ext with this setup and fairly good eng skills u get 24k shield with pretty good res dont remember now but they are all above 60 This is a very common drake setup ofcourse the rigs change from pilot to pilot. |
 LarryBongo The Scope
|
Posted - 2007.09.06 12:42:00 - [ 28]
Originally by: DoMxj
Well thats pretty much the worst draka setup first of all drake is a passive tanker with the above setupu u have crapy shield no tank so u gonna die fastsince u fly a drake to engage mostly big ships and no rifters.
Thanks for indirectly proving one of my points. People expect a drake with a monster tank; In gangs, this means you've less chance of getting primaried. Hence you've got more time to do more damage, and you can sacrifice some of your tank for gank. Ah yes, gank... Let's get back on track now and take a look at what the original poster was asking for: a caldari ship that would have enough damage to break a halfway decent tank... suggestions for what ship I may want to hop into... that could take down a cruiser-sized ship and stay safely within 20km so I can scram em'? It just seems to me that all effective caldari ships were meant to fight from 60km+Hence, the emphasis in my fitting is on close (ie. Scram) range, maximum damage against cruiser sized ships. (ie. Using HAMs instead of HLs since they are both close range and higher damage). If he wanted a cookie-cutter passive tank drake, there are plenty of other threads on the forum. Once again... Close range gank or long range tank? Crap tank? Yes. In EFT, 3 x LSE IIs, Inv Field II and EM Resist II has twice the effective shield HP as my setup; But you are missing the point of this thread. Originally by: DoMxj since drake is bulky and missile boat and u have an optimal from 0 to 100km u dont really need a mwd or ab second u dont need a web since u are fighting big slow ships if u want to do dmg to a inty that orbits u very close and very fast for ur missiles to do much dmg switch to precition and also u can open ur medium energy drain and suck his cap right away (the best web in the market not nos drainer)
HAMs are close range. You will need an MWD. He did not ask for a 'sit at 100km gate-camp' setup. If you want maximum damage from any Caldari ship smaller than a Battleship, you fit HAMs and accept you need to get up close and personal. At the risk of belabouring the point of this thread, once again, close range gank or long range tank? Being a bit less specific, there are hardly any circumstances where I wouldn't fit an MWD for PVP. Yes the drake is big, fat and slow, but it at least gives you a chance to dictate range. If the character wasn't only 6 months old, I'd probably recommend a HAM cerberus. I agree with you regarding anything small orbiting fast and close. The one thing I don't like about HAMs is there is no precision missile option. Web and/or ECM drones, but that's not ideal - if my fit had the grid for a medium neut, it would have been on there. Originally by: DoMxj
Since u are 6 months i;ll explain with details 7x t2 heavies with(nave scourge ando keep some precision with u for inties)u can fit 6 or 5 and the rest fit energy drainers cayse u dont use cap at all so this way u can break any HAC tank easily but its a bit daring 1x drainer is k u dont need an active EM hard since u can use the t2 passive one wich if u have EM compensation skill to lv4 u get 50% and its passive 1xinvuln t2 or if u are solo u can put a t2 disruptor and then 3xLSE In lows u fit 2-3xBCU II and 1-2 inertia stabs just to get u in warp quicker if needed or maybe a t2 DC
drones 5xt2 warriors or something like that
Even with all lvl 5 skills, its impossible to fit 7 HL IIs, 3 LSE IIs and a med neut. With better than average fitting skills, a small neut isn't going to fit without a PDS. Anyway, I'm not here to fix your passive tank fit in a thread about close range caldari gank. In summary; My fit is close range and maximum damage (All lvl 5: 606 dps) at the expense of a tank. Yours isn't close range, doesn't actually fit, has less damage (all lvl 5: 486 dps) but a decent tank. Now in the context of this thread, is my fit (ie. The one based in reality) pretty much the worst drake setup? |
 Zixxa |
Posted - 2007.09.06 14:15:00 - [ 29]
Originally by: Fehz I've been playing for 6 months now. I believed when I started playing that in 2 months, I might be effective in combat. Of course we all know this is wrong. At two months, I belived I may be useful at 6 months. I kind of am. I deal a little extra dps. I'm like a large drone for my corp mates. What I want to do is find out if I will ever have a caldari ship that would have enough damage to break a halfway decent tank on my own. Any suggestions for what ship I may want to hop into and what I should train for that could take down a cruiser-sized ship and stay safely within 20km so I can scram em'? It just seems to me that all effective caldari ships were meant to fight from 60km+ .... time for a faction scram and a load of damps maybe?
Immediately respec to Gallente, Minma or Amarr. Immediately. Forget about Caldari. This stupid race does not deserve anything except bitter laugh when we talking about damage dealing. |
 Fehz Caldari Provisions
|
Posted - 2007.09.06 14:38:00 - [ 30]
Edited by: Fehz on 06/09/2007 14:45:31hah..  nice to see my thread survived the night. I'm thinking about spending the next 6 months training for a beagle and getting the last few support skills for cap and shield to 5.. blaster eagle for those of us that don't spend 3 hours a day while at work reading forums.. I've found some good threads on it and I hope it would work for a few situations.. I was playing in quickfit and i could do the following setup that the cap would last for 3 minutes (starting at 75% or so) except for the nos nerf. which may end up making it just over 2 minutes running my shield booster full time. highs: 4x T2 ion blasters 1x med nos 1x ham meds: 20k scram, web, large sb II, mwd, cap booster w/ 200's lows: 1x mag II 3x pdu II 2x em rigs, or if i'm feeling a bit suicidal and am hoping to go against kinetic damage, 1x em, 1x kin rigs Thanks for all the close range setups. I think I may make a cheap t1 drake and try out the hams... correct me if I'm wrong, but wasn't there a recent patch that made those a bit better? edit: if this idea gets shot down too much, I guess I'm gonna start training a bit of armor tanking and drones.. i'll wait til' the next round of nerfs to decide which race I'm gonna train for. All I have now is gallente frigate 4.. i'll probably go in that direction since it seems CCP favors them and so do most of the players.. until next week. |
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