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blankseplocked Looking for a few comments/help on a Kestrel for 1v1 tourney
 
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Gaskell
Posted - 2009.04.12 22:05:00 - [1]
 

I posted this info on Battle Clinic but got no response so I am curious if anyone could possibly comment on my setup for a tech 1 frigate (non-faction) tourney I will be participating in.

The fit for the Kestrel:

4 Malkith rocket launchers with faction kinetic damage rockets
2 Tracking disruptors with tracking disruption scripts
1 Named AB
1 Overdrive injector
1 Inertia Stabilizer.

It seems to work really well against stuff with turrets. I practiced on a friend who was flying a Punisher and I was cap stable, and able to orbit him at 3200m without being hit. I of course would have a problem if I was jammed, or possibly against missiles (might be able to outrun explosion velocity, not really sure). Any comments/suggestions are welcome.

Biced
Posted - 2009.04.12 22:46:00 - [2]
 

what if you get webbed?

Enden Assulu
Caldari
Caldari Provisions
Posted - 2009.04.12 22:51:00 - [3]
 

Maybe a damage control ?

Thercon Jair
Minmatar
Nex Exercitus
Raiden.
Posted - 2009.04.13 00:21:00 - [4]
 

What are the rules for the tournament? Can you warp out and back in?

What about something like this?

[Kestrel, PVP Forum]
Micro Auxiliary Power Core I
Damage Control II

Medium F-S9 Regolith Shield Induction
Cold-Gas I Arcjet Thrusters
X5 Prototype I Engine Enervator

'Malkuth' Rocket Launcher I, Gremlin Rocket
'Malkuth' Rocket Launcher I, Gremlin Rocket
'Malkuth' Rocket Launcher I, Gremlin Rocket
'Malkuth' Rocket Launcher I, Gremlin Rocket

[empty rig slot]
[empty rig slot]
[empty rig slot]

Problem with rockets and the kestrel is, that the kessie isn't the fastest ship around.

You can get quite a nice range with standard missiles, but, you won't have much of a tank in that case.

Well, it does work, nevertheless:

[Kestrel, PvP Forums long range]
Micro Auxiliary Power Core I
Micro Auxiliary Power Core I

Medium F-S9 Regolith Shield Induction
1MN Afterburner I
X5 Prototype I Engine Enervator

'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile

[empty rig slot]
[empty rig slot]
[empty rig slot]

Gaskell
Posted - 2009.04.13 04:48:00 - [5]
 

You can't warp out and then back in. Single elimination. Ill have a look at those setups. I know one person is bringing a Kestrel besides me, two people are bringing Merlins and another person, a Rifter. I had considered what I would do if I got jammed or webbed and I have not come up with a solution. With the overdrive and the ab going, I was achieving almost 700m/s orbiting at 3200m.

4 LOM
Serenus Legion
Posted - 2009.04.13 05:07:00 - [6]
 

If someone is running a MWD to keep range you are totaly screwed, or even in a faster ship with an ab.

I would try and fit standard lanchers, you said there are going to be merlins, there are 2 ways to fit a merlin, with blasters for nice close in action, or how i would attempt to fit it with 2x standard launchers and 125mm rails and try and keep a very niec range buffer.

If any of those merlins run range you are most likely screwed.

I have not run a kestral in a very long time so i am not going to give you a fitting. that being said rockets are really **** right now and even if the other ship is fast moving with an ab you wont get the kind of damage you need out of them.

My adviace fit standard missiles and try and keep range as large as possible.

Also it looks like alot of caldari ships you may want to fit em missiles if you think they wont run a hardener (not to likely). you still get a bonus although not as good as the kenetic.

ThaDollaGenerale
North Eastern Swat
Pandemic Legion
Posted - 2009.04.13 05:37:00 - [7]
 

Confirming EM missiles are usually much better in a PvP situation.

It's alot of fun being in a cerb, firing off 5 CN heavies at a curse or pilgrim, then watching them run when the missiles hit and remove almost all of the shield.

Triksterism
Spacecataz.
Posted - 2009.04.13 10:03:00 - [8]
 

Edited by: Triksterism on 13/04/2009 10:08:21
2x micro aux power controls

1x medium shield extenders
EM passive resist
ab

4x standard launchers
--------------------------

With a 36.8km range with light missiles and a huge shield buffer, this is win. Just keep moving.

Adaera
Posted - 2009.04.13 12:48:00 - [9]
 

Edited by: Adaera on 13/04/2009 12:51:11
Not sure about specific rules for this tournament, but I've been flying this for a while now:

[Kestrel, Rockets]
Ballistic Control System II
Beta Hull Mod Overdrive Injector

Cold-Gas I Arcjet Thrusters or optionally a MWD
'Langour' Drive Disruptor I
J5b Phased Prototype Warp Scrambler I

Rocket Launcher II, Caldari Navy Thorn Rocket
Rocket Launcher II, Caldari Navy Thorn Rocket
Rocket Launcher II, Caldari Navy Thorn Rocket
Rocket Launcher II, Caldari Navy Thorn Rocket

[empty rig slot]
[empty rig slot]
[empty rig slot]


Not very durable but it's cheap, and puts out a huge amount of dps. To get the best out of rockets you really do need the web and scram.

Another option if you're not comfortable with being a glass cannon is this:

[Kestrel, Rockets]
100mm Reinforced Rolled Tungsten Plates I
Damage Control II

Cold-Gas I Arcjet Thrusters
'Langour' Drive Disruptor I
J5b Phased Prototype Warp Scrambler I

Rocket Launcher II, Caldari Navy Thorn Rocket
Rocket Launcher II, Caldari Navy Thorn Rocket
Rocket Launcher II, Caldari Navy Thorn Rocket
Rocket Launcher II, Caldari Navy Thorn Rocket

[empty rig slot]
[empty rig slot]
[empty rig slot]

Lower dps but much bigger buffer.
Both these setups are around or under 2mil ISK, so nicely disposable.

Trying to kite using an afterburner as the above setup suggests is a lost cause. Kestrels are really not fast, and almost everything is gonna catch you with hilarious ease, especially anything with a MWD.

Gaskell
Posted - 2009.04.13 18:01:00 - [10]
 

MWD's are not allowed, warping in and out is not allowed, changing fits is not allowed. If I do standard missiles and it just seems like it would be a race to see has more DPS. Especially with these rules (Tech 1 Frigates only, everyone has a month or so of playing time,) it seems like it would be better to try something more tactical than brute force because all it takes then is for someone to have slightly better DPS and I'm dead. Not to say that I won't consider what has been said, I'm going to look at each of these fits again and see how it works out. Thanks for your comments so far.

Adaera
Posted - 2009.04.13 18:28:00 - [11]
 

Originally by: Gaskell
MWD's are not allowed, warping in and out is not allowed, changing fits is not allowed. If I do standard missiles and it just seems like it would be a race to see has more DPS. Especially with these rules (Tech 1 Frigates only, everyone has a month or so of playing time,) it seems like it would be better to try something more tactical than brute force because all it takes then is for someone to have slightly better DPS and I'm dead. Not to say that I won't consider what has been said, I'm going to look at each of these fits again and see how it works out. Thanks for your comments so far.


In which case this might work better

[Kestrel, Standards]
Overdrive Injector System II
Micro Auxiliary Power Core I

Cold-Gas I Arcjet Thrusters
X5 Prototype I Engine Enervator
Small Shield Extender II

Upgraded 'Limos' Standard Missile Bay I, Caldari Navy Bloodclaw Light Missile
Upgraded 'Limos' Standard Missile Bay I, Caldari Navy Bloodclaw Light Missile
Upgraded 'Limos' Standard Missile Bay I, Caldari Navy Bloodclaw Light Missile
Upgraded 'Limos' Standard Missile Bay I, Caldari Navy Bloodclaw Light Missile

[empty rig slot]
[empty rig slot]
[empty rig slot]


Not a huge tank but reasonable speed and decent range/damage. The web buys you some time if they get close but swapping it for a sensor damp or tracking disruptor could be good as well.

Kiev Duran
Caldari
Retribution. Inc.
Strategic Operations Brigade
Posted - 2009.04.13 22:07:00 - [12]
 

1 on 1, you know everyone's ship before the fight, warping out disqualifies you, and no MWDs. Why the hell aren't you using a Griffin?

With everyone in Caldari/Minmatar ships you can bring 2 each of the Caldari and Minmatar faction specific jammers and simply jam them into submission, fitted with a long range weapon like a standard launcher or two and you'll be able to DPS them while they can't do anything about it. And since jamming range should be further than frigate weapon system ranges, you have nothing to worry about.

yani dumyat
Minmatar
Pixie Cats
Posted - 2009.04.13 22:22:00 - [13]
 

Edited by: yani dumyat on 13/04/2009 23:56:27


Originally by: Gaskell

I practiced on a friend who was flying a Punisher and I was cap stable, and able to orbit him at 3200m without being hit.



1st person to bring a neut will murder you. The kezzie is paper thin at the best of times and you mentioned other people bringing caldari ships so that tracking disruptor isn't going to protect you from a large part of the competition.

The fit you suggested is nice but is limited to very specific targets so if you can't change your fit between fights then it's probably a bad idea.

Originally by: Gaskell

might be able to outrun explosion velocity, not really sure.



There's not a hope in hell of outrunning any frigate sized missiles in an AB kezzie.

Originally by: Gaskell

I had considered what I would do if I got jammed or webbed and I have not come up with a solution.



Jammers have pretty limited application on T1 frigs except the grifin, web is a much bigger concern and comes down to tactics:

Originally by: Gaskell

I know one person is bringing a Kestrel besides me, two people are bringing Merlins and another person, a Rifter.



Without a medium shield extender (or plate if you want to run a dual web) any of those ships will shred you without much problem. The light missile kessie fails because there's not enough PG to fit a tank so you die at close range and it's too slow to stay out of a rifters' way.

[Kestrel, Web]
Micro Auxiliary Power Core I
Ballistic Control System I

Cold-Gas I Arcjet Thrusters
X5 Prototype I Engine Enervator
Medium F-S9 Regolith Shield Induction

'Malkuth' Rocket Launcher I, Thorn Rocket
'Malkuth' Rocket Launcher I, Thorn Rocket
'Malkuth' Rocket Launcher I, Thorn Rocket
'Malkuth' Rocket Launcher I, Thorn Rocket

[empty rig slot]
[empty rig slot]
[empty rig slot]

This is a version of the setup i regularly use for pvp and in 3 years of flying this ship the only T1 frigate that can cause me more problems than my own stupidity is a well tanked punisher firing EM damage.



If you want to hit from range in a caldari frigate then use a condor, though the dps does suck a bit.

[Condor, New Setup 1]
Micro Auxiliary Power Core I

Cold-Gas I Arcjet Thrusters
Small F-S9 Regolith Shield Induction

'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
150mm Prototype I Gauss Gun, Caldari Navy Uranium Charge S

[empty rig slot]
[empty rig slot]
[empty rig slot]



The following scenarios assume everybody is using ab and a single web:

Kestrel vs Merlin
Most merlins are blaster fit and you should never get into a 500m orbit against a blaster fit merlin, it will out tank and gank probably any other T1 frigate at that range.

Merlins are pretty easy to kill in a kestrel, if they fit rails then get in close and if they fit blasters stay more than 3km away from them to negate 50% of their damage. Remember that it has the dubious distinction of being slower than a kestrel.

Kestrel vs Rifter
Rifters are harder due to the huge falloff and high speed. If he decides to stay out of range there's not much you can do, on the other hand artillery fitted rifters are rare. If he is autocannon fitted let him get to his optimal before switching your web on, this means he will have less time to pull range on you.

A smart rifter pilot can use his falloff to hit you from outside rocket range so get in close and keep him there as a kessie with medium shield extender should be able to win as long as it can hit.

yani dumyat
Minmatar
Pixie Cats
Posted - 2009.04.13 22:31:00 - [14]
 

Edited by: yani dumyat on 13/04/2009 23:57:11


Originally by: Kiev Duran
1 on 1, you know everyone's ship before the fight, warping out disqualifies you, and no MWDs. Why the hell aren't you using a Griffin?



Griffin vs Rifter:

->Griffin tries to get range.

->Rifter laughs and closes to 500m

->Griffin fails a jam

->Rifter gets easy kill

MicroWarpdrive II
Sebiestor Tribe
Posted - 2009.04.14 00:00:00 - [15]
 

fly a griffin for a frigate 1v1 tourney

Mireille Elrvire
Caldari
Science and Trade Institute
Posted - 2009.04.14 17:39:00 - [16]
 

Originally by: yani dumyat
Edited by: yani dumyat on 13/04/2009 23:56:27


Originally by: Gaskell

I practiced on a friend who was flying a Punisher and I was cap stable, and able to orbit him at 3200m without being hit.



1st person to bring a neut will murder you. The kezzie is paper thin at the best of times and you mentioned other people bringing caldari ships so that tracking disruptor isn't going to protect you from a large part of the competition.

The fit you suggested is nice but is limited to very specific targets so if you can't change your fit between fights then it's probably a bad idea.

Originally by: Gaskell

might be able to outrun explosion velocity, not really sure.



There's not a hope in hell of outrunning any frigate sized missiles in an AB kezzie.

Originally by: Gaskell

I had considered what I would do if I got jammed or webbed and I have not come up with a solution.



Jammers have pretty limited application on T1 frigs except the grifin, web is a much bigger concern and comes down to tactics:

Originally by: Gaskell

I know one person is bringing a Kestrel besides me, two people are bringing Merlins and another person, a Rifter.



Without a medium shield extender (or plate if you want to run a dual web) any of those ships will shred you without much problem. The light missile kessie fails because there's not enough PG to fit a tank so you die at close range and it's too slow to stay out of a rifters' way.

[Kestrel, Web]
Micro Auxiliary Power Core I
Ballistic Control System I

Cold-Gas I Arcjet Thrusters
X5 Prototype I Engine Enervator
Medium F-S9 Regolith Shield Induction

'Malkuth' Rocket Launcher I, Thorn Rocket
'Malkuth' Rocket Launcher I, Thorn Rocket
'Malkuth' Rocket Launcher I, Thorn Rocket
'Malkuth' Rocket Launcher I, Thorn Rocket

[empty rig slot]
[empty rig slot]
[empty rig slot]

This is a version of the setup i regularly use for pvp and in 3 years of flying this ship the only T1 frigate that can cause me more problems than my own stupidity is a well tanked punisher firing EM damage.



If you want to hit from range in a caldari frigate then use a condor, though the dps does suck a bit.

[Condor, New Setup 1]
Micro Auxiliary Power Core I

Cold-Gas I Arcjet Thrusters
Small F-S9 Regolith Shield Induction

'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
150mm Prototype I Gauss Gun, Caldari Navy Uranium Charge S

[empty rig slot]
[empty rig slot]
[empty rig slot]



The following scenarios assume everybody is using ab and a single web:

Kestrel vs Merlin
Most merlins are blaster fit and you should never get into a 500m orbit against a blaster fit merlin, it will out tank and gank probably any other T1 frigate at that range.

Merlins are pretty easy to kill in a kestrel, if they fit rails then get in close and if they fit blasters stay more than 3km away from them to negate 50% of their damage. Remember that it has the dubious distinction of being slower than a kestrel.

Kestrel vs Rifter
Rifters are harder due to the huge falloff and high speed. If he decides to stay out of range there's not much you can do, on the other hand artillery fitted rifters are rare. If he is autocannon fitted let him get to his optimal before switching your web on, this means he will have less time to pull range on you.

A smart rifter pilot can use his falloff to hit you from outside rocket range so get in close and keep him there as a kessie with medium shield extender should be able to win as long as it can hit.


Thanks for the helpful information, i'm gonna try this fit out and see how I do in a couple practice runs. Thank you all for your helpful tips.

Joshua Lonestar
Posted - 2009.04.14 18:03:00 - [17]
 

Originally by: Kiev Duran
1 on 1, you know everyone's ship before the fight, warping out disqualifies you, and no MWDs. Why the hell aren't you using a Griffin?

With everyone in Caldari/Minmatar ships you can bring 2 each of the Caldari and Minmatar faction specific jammers and simply jam them into submission, fitted with a long range weapon like a standard launcher or two and you'll be able to DPS them while they can't do anything about it. And since jamming range should be further than frigate weapon system ranges, you have nothing to worry about.


This is most likely what I would do, but the flip side is once you miss a jam your gonna get fried right fast.
And you WILL miss a jam at some point. Question is if its the first fight or the final.....

Xyin
State War Academy
Posted - 2009.04.15 09:02:00 - [18]
 

Originally by: Joshua Lonestar
Originally by: Kiev Duran
1 on 1, you know everyone's ship before the fight, warping out disqualifies you, and no MWDs. Why the hell aren't you using a Griffin?

With everyone in Caldari/Minmatar ships you can bring 2 each of the Caldari and Minmatar faction specific jammers and simply jam them into submission, fitted with a long range weapon like a standard launcher or two and you'll be able to DPS them while they can't do anything about it. And since jamming range should be further than frigate weapon system ranges, you have nothing to worry about.


This is most likely what I would do, but the flip side is once you miss a jam your gonna get fried right fast.
And you WILL miss a jam at some point. Question is if its the first fight or the final.....


Actually, with max skills, racial jammers II and SDA II, you get a jam strength of 9.45. Thats enough to perma jam rifters, which only have a sensor strength of 8. May not even need max skills. Overloaded, you can perma jam any frig except other EWar frigs.

Lee Dalton
Sniggerdly
Pandemic Legion
Posted - 2009.04.15 09:40:00 - [19]
 

Use standard launchers, a MWD and a capbooster to let you perm run it. Hang out at 24 km where no other ships can hit you.

yani dumyat
Minmatar
Pixie Cats
Posted - 2009.04.15 17:18:00 - [20]
 

Edited by: yani dumyat on 15/04/2009 18:03:33
Originally by: Xyin

Actually, with max skills, racial jammers II and SDA II, you get a jam strength of 9.45. Thats enough to perma jam rifters, which only have a sensor strength of 8. May not even need max skills. Overloaded, you can perma jam any frig except other EWar frigs.



If you read the OP he said month old chars so nowhere close to max skills. Assuming someone does turn up in a griffin with 9.45 jam strength it's not going to have the dps to break the most basic of tanks, then there's the delay between jam cycles to think about.

That said the OP might want to consider buying a griffin and messing about with some corpmates cos ecm is a very useful little tool even if you decide not to use it in this tourney.

Ecm Calculator
Ecm Jamming Chance and Bayesian Probability


Originally by: Lee Dalton

Use standard launchers, a MWD and a capbooster to let you perm run it. Hang out at 24 km where no other ships can hit you.



Again read the OP before suggesting mwd's. Also wtb kestrel that can keep range on a rifter.

______________________________________________________________________________________________

If anyone turns up in a rifter with the following fit and knows how to use falloff my money's on them :)

[Rifter, X5]
200mm Reinforced Rolled Tungsten Plates I
Local Hull Conversion Overdrive Injector I
Local Hull Conversion Overdrive Injector I

Cold-Gas I Arcjet Thrusters
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

200mm Light 'Scout' Autocannon I, Republic Fleet Phased Plasma S
200mm Light 'Scout' Autocannon I, Republic Fleet Phased Plasma S
200mm Light 'Scout' Autocannon I, Republic Fleet Phased Plasma S
5W Infectious Power System Malfunction

[empty rig slot]
[empty rig slot]
[empty rig slot]

(Change ammo to suit situation, also i've not checked the price of these items so a lower meta level may fit your budget better)

Just my 2 isk, feel free to flame Razz

______________________________________________________________________________________________

Edit:
Just tried that ecm jamming calculator and am getting some odd numbers, can someone pls confirm for me that the ecm formula is:

C = J/S * 100
Where J is the jamming strength of your jammer, S the sensor strength of the target ship and C the jamming chance in %.

4 LOM
Serenus Legion
Posted - 2009.04.15 17:37:00 - [21]
 

I am stillgoing to advice you that rockets on a kestral in a 1v1 tourney is going to be the death fo you.

Someone is going to show up in a range fit and walk all over you because you cant catch them. Basically in a rocket kestral you are preying that everyone is either running close range weapons or are extreamly slow, slower then the slow ass kestral.

In pvp the rocket kestral is fun, in a tournament its going to die, i know i would run a kestral with 1x overdrives, a pg fitting mod, and 4x standard launchers and the best ab i could get, this would total bbq any one of those rocket fittings you have.

If you insist on rockets i think your low slots have to be Overdrives, you need to push out as much speed as possible, not only to be able to catch your target but catch your target faster, while you are chasing down a ship only slightly slower then you it can put alot of damage into you.

Standard laucher fits, and overdrive fits are not the nicest on paper... but if you cant hit your target all the great damage and tank will mean nothing.

Gaskell
Posted - 2009.04.15 18:33:00 - [22]
 

What about rigs? What if i trained some rigs and used those for speed boost and kept one of the above rocket setups. A griffin sounds interesting, but the odds of me missing a jam are a little to high for my liking. Maybe I should just fly a Rifter or something.

yani dumyat
Minmatar
Pixie Cats
Posted - 2009.04.15 18:34:00 - [23]
 

Originally by: 4 LOM

Someone is going to show up in a range fit and walk all over you because you cant catch them. Basically in a rocket kestral you are preying that everyone is either running close range weapons or are extreamly slow, slower then the slow ass kestral.



QFT, you make a good point.

To be fair most frigates are close range fitted and the rocket kessie is superb when you can see the whites of their eyes. In a tourney though you would be praying someone else takes out the ranged ship before you have to meet them, it's biggest problems being it's low speed and lack of a slot over it's tier 3 counterparts.

As stated above my money would be on a fast ship with dual webs and the ability to hit with short range weapons at the edge of web/neut range.

The OP specifically asked to not use a tank and gank fit but:

[Kestrel, UGH]
Micro Auxiliary Power Core I
Ballistic Control System I

Small F-S9 Regolith Shield Induction
Small F-S9 Regolith Shield Induction
Small Shield Booster II

'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile

[empty rig slot]
[empty rig slot]
[empty rig slot]


You can swap an extender for an afterburner but with lvl 3 range skills not many things are going to out range you and it's not like you can catch them anyway.

yani dumyat
Minmatar
Pixie Cats
Posted - 2009.04.15 18:56:00 - [24]
 

Originally by: Gaskell

What about rigs? What if i trained some rigs and used those for speed boost and kept one of the above rocket setups. A griffin sounds interesting, but the odds of me missing a jam are a little to high for my liking. Maybe I should just fly a Rifter or something.



Possible though you'd need 3 speed rigs to get to the speed of an unmodified rifter, really you should try buying T1 fitted versions of these ships and use them a bit to see what you like best.

Us bored at work forum wh*res should only be listened to so much.

Abenham
Posted - 2009.04.15 21:57:00 - [25]
 

Edited by: Abenham on 15/04/2009 22:17:11
EDIT: *Oops, i just re-read the title - apology if you wanted an actual kessie fit... the OP's post just said a FRIGATE fit for a T1 frig tourny.*

First ever post in the forums so apologies if I lack any etiquette.

Was fooling around with corpies and t1 frigs a few days ago, and I was flying a Tristan.

*Everyone starts laughing because apparently Tristans are "rubbish" at PVP.

However, I'll explain it in terms high lighted in this thread and post a/my fit:

2x blasters - the best you can fit. - Run with faction ammo for more damage if you're allowed (caldari navy antimatter for the win!)
2x rocket launchers - malkuth is most popular flavour - Run with rockets that do a damage type that will affect your enemy the most. EM against Sheild. Explosive against Armor

1x After Burner
1x Webifier
1x Scrammer *read on before flaming*

1x small armour rep
1x cap relay
1x damage control

and the most important bit *!* 1x warrior (fastest small drone but you can choose a different one for specific damage types) *!*

Explanation:

From what I've read, people have been saying - it's about "appliable" dps before the opponent chews through your tank.

The blasters + rockets help with your close range dps - blasters rule for this and they have a bonus on the damage and tracking on the Tristan. Rockets are good because you can change the flavour of the damage - Explosive to eat through an Armor tank (Gallente, Ammar or some Minmater) or EMP to detroy a Sheild tank (Caldari, some Minmater). Also you could swap out one of the rockets for a small nos to aid running everything (and gimping some cap reliant opponents).

The rules of your tourney means no MWD. No need for the Scrammer then... swap it out for a Magnetometric sensors booster to counter an ECM fit opponent.... or fit a form of cap replenishment (booster or recharge.... both have advantages and disadvantages).... or fit ECM yourself (no one expects the Spani... I mean Gallente Inquisition!)

And don't forget to send that drone after them. They'll have to try and out gank your turret/rocket and drone dps from close range where you'll have them webbed. At far range they'll have to contend with your drone and still overcome your tank... and kiting a drone with an afterburner is more difficult than with a MWD :-)

The main thing to take away from this is that there is no one wtfbbqpwn fit on a single ship that will win every time, against everything in a 1v1 to the death tourny match. With many variations and such a reliance on actual piloting skills in this 1v1 situation, you can only really kiss your lucky charm, play your strengths (or hidden lateral thinking trickery*) and hope for the best.

T1 frigs are cheap as chips and very compliant to lateral thinking. That's what makes playing with them so fun. Good luck with your tourny dude.

*Hidden 1v1 tourny trickery - Tristan fit NB - would suck against missiles

Lows: Overdrives/Nano Hulls - Enough speed to catch a rifter
Mids: An Afterburner, some form of cap regen - prob boosters for this idea
Highs: As many Neutralisers as you can fit - your enemy won't be able to run an afterburner, a web, an active tank or any cap using weapons
Drone: your dps

.... just like a mini Curse ;-)

Mireille Elrvire
Caldari
Science and Trade Institute
Posted - 2009.04.16 17:51:00 - [26]
 

Edited by: Mireille Elrvire on 16/04/2009 17:54:59
The winner of the tournament flew this setup:

Kestrel PvP:
Highs:
4 'Limos' Rocket Launcer I
Mids:
2 BZ-5 Neutralizing Spatial Destabilizer ECM
1 Cold-Gas I Arcjet Thrusters
Lows:
1 Ballistic Control System I
1 Beta Hull Mod Overdrive Injector
Ammo:
Caldari Navy Thorn Rockets
Rigs:
2 Auxiliary Thrusters - 9mil each
1 Warhead Calefaction Catalyst - 14mil

Top speed with AB on, 968 m/s
DPS 84, Volley 232
Effective HP 1396

Without the rigs,
Top speed 875m/s
DPS 77, Volley 213
Considering that I did not even get within 150m/s of my top speed on any of the matches, the speed rigs were a waste of money and the extra DPS was negligible.

I beat a Rifter but only at the last second, with 1/3 of my structure left when my jammers finally worked. He had about 3/4's armor left at that point I believe and he just happened to be at the right range for me to do max damage.
Was able to take out Merlins and other Kestrels more easily than the Rifter.

The OP is my brothers character, thank you all for your comments and help.


 

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