Showing posts with label crusader. Show all posts
Showing posts with label crusader. Show all posts

Tuesday, April 13, 2010

What don't I have in my hangar?

Rixx Javix, author of EVEPGANDA, aka the Famous blobber, just couldn't resist, asked in one of his posts “What is in your hangar?”.

I have 72 fit and unfit combat ships in my two hangars...  Of these ships I have 61 different combat classes/hulls represented.  So it is more like what don't I have?

But I will update the highlights!

2 x Curse, called Evil EYe and Evil eYe, fit mostly best named and t2, non-FC small gang support ships, sometimes solo when I can get away with it.

1 x Cynabal, New addition, the name is cool, but I'll be damned if I can remember what it is right now...  ummmm pretty sure it is named Hermóðr.  I haven't flown this in combat yet, but it looks pretty sexy, and is fit well enough!  Looking forward to trying out the three or four other fits I have my eyes on for it!

1 x Huginn, unfit, but looking for work

1 x Pilgrim, Nasty Surprise, built to withstand some punishment, still an old ship, built to rat and or pick off ratters deep in 0.0, not a great fleet ship.

1 x Rapier, E-Brake, Fit but still alternating between losing time to the Curse, and Cynabal.

1 x Scimitar, Scimisave!  Fit with my nice Logistics V skills to keep pilots alive.  However I don't use it as much as I should!

1 x Guardian, Saveyourassasaurus, Built with cap circle jerk in mind.  Definately greatful to have Logi V on this thing.

2 x Crusaders.  Unfit currently, but they are fun!  Will be named Hydra III and IV

2 x Taranis.  Apparently my favorite ship type!  Who knew!  Maybe I just tackle the most bullshit in them and get in on the most killmails with them...  Have to name them as a different female porn star (male porn stars for the Diemost)

A few RRBS (Mega, Tempest, Domi, Typhoon and geddon) and one maybe two(apoc and Tempest) Fleet BS sniper fit in case I ever find use for them.

50 exotic dancers...  Okay maybe NOT ships, but useful for long roams, especially Crystal and Bambi, they do... well, I'll leave THAT up to your imagination.

A comment from me on POS shooting . . .

Tuesday, February 2, 2010

Racial basic PvP discriptions and suggested skill list.

This was supposed to be a comment in Response to Basic Skills on K162's blog... but then turned into a whole blog post!

Caldari in PvP might not be the most popular PvPing race(ship wise) but can be remarkably effective and fun to fly in PvP.  Just not for your enemies... ECM!

Good choices for DPS or front line fighting include the HAM Drake, that packs quite a punch, as well as a pvp fit HM Drake, range of HM, decent tank and tackle.  You are heading the wrong direction with a PvP Raven unless it is t2 torp fit with Caldari BS level 5 and target painters in a shield tanking fleet of them!

To start with the Griffin and Blackbird are great ECM entry ships, with a LSE Caracal being a good anti-small support ship.  Or even a Blaster Moa or Ferox if you are headed down the Rail/blaster combo path.

If you plan on mostly flying in combat with a fleet and not solo Caldari can be a very rewarding(for you) and needed(for the fleet) PvP platform.

If you are interested in ECM fleet use; train towards flying a max skilled (in this order) Griffin, Blackbird, Falcon, Rook, then Scorp.  You will never be hurting for gang invites or thanks for jamming out enemy DPS and you will be learing how to play a tricky, if often bitched about role (by the enemy) in a fleet.

By their nature missiles and missile ships can be useless in long range fights, taking forever to reach their target, making the primary(and sometimes secondary) usually dead before they arrive, but Caldari DO have other options with ECM Jamming ships as well as providing damage mitigation (by screaming PRIMARY ME) and overall fleet support by taking out pesky MWDing ceptors with light missiles/rails to providing surprises to nano style MWDing cruisers with HAM, HM and light missiles and rails.  Not to mention providing long range fire support in the Eagle(meh), Rohk and Ferox.

Caldari also have on average fewer skills to become combat effective especially for ECM use in comparison to Minmatar or they might be even with Gallente.

Skills for pvping in a Caldari ship should be t2 shield skills, all flavor of missile skills, with focus on HAM's and light missiles from the start as well as ECM skills to increase the strength, range and open t2 ECM up.  

If you desire to fly another race consider the below.

Minmatar are notoriously skill reliant, requiring armor, shield, drone, missile, gunnery, and navigation skills to get their ships up to a good level.  However they do in return get some of the more versatile ships for pvp (especially currently with Alpha and falloff changes).  Not to mention the sexy Rifter and rifter hulled t2 ships.  You also get the Hurricane, Cyclone, Vagabond (whee), Stabber, Rupture, Rapier, as well as the Phoon, Tempest and Sliepnir are all PvP standouts!  However none are very good in the hands of a underskilled pilot or when poorly fit, and are even worse when both are true!

Gallente have some monster DPS PvP ships, but rely on mostly close range action to meet their scary potential, barring the use of long range t2 sentries(Ishtar and maybe Domi) and all flavors of drones(Domi/Ishtar/Vexor).  Mobile Drones aka not sentry drones have the same problem as missiles, requiring some time to get on target.  Gallente require skill investment in Drones, Armor tanking, t2 blasters, as well as t2 rails (to some extent but not required) with later cross training into shields for shield tanked Ishtar and Myrms.  Their PvP standouts are almost too many to list, but all fill basically the same role in a fleet.  Brutix, Astarte(asstart), Thorax, Diemos(diemost), Megathron, Incursus, Taranis, Domi, Ishtar, Myrmidon, Lachesis(long tackle), Arazu(cloaky long tackle), etc etc.

Amarr might be one of least skill intensive races to pvp with(at the beginning).  Needing mostly lazors and armor tank skills to be effective (plus they get the Punisher for early term pvp).  Later in life they will need to cross-train to Drones for the Curse and Pilgrim (arbitrator), as well as HAM's and Rockets for the Sacri/Damnation and Malediction respectively.  Amarr pilots can be effective because of the  easy focus on armor and lazors to begin with.  They do also boast some good pvp platforms across the board, both t1 and t2 like the Crusader, Punisher, Maller(sacri), Omen(Zealot), Harbinger, Prophecy(Absolution), Geddon, Fleet Apoc and Abaddon.  Of those, most are lazor platforms making them easier to train for.  Example being you get t2 medium lasors and immediately feel the benefit on the following ships, Omen, Maller, Harbinger, Absolution, Zealot, and Prophecy.

Short version is that the Caldari aren't a bad choice for PvP, just one that takes some time getting used to the role you fill.  Solo pvpers they are not!  They can be very viable combat pilots filling a support and often overlooked role in a small to a huge fleet.

This is a great list of Skills by K162 for combat effectiveness with my additional suggestions at the bottom

Learning Skills:
  1. Analytical Mind IV
  2. Clarity IV
  3. Eidetic Memory IV
  4. Empathy I
  5. Focus IV
  6. Instant Recall IV
  7. Iron Will IV
  8. Learning V – Evemon recommended this to IV yet I trained it up to V. Getting it to V takes a a few days off your overall time if you plan on having your character for over a year.
  9. Logic IV
  10. Spatial Awareness IV
(I vote taking the time to train ALL advanced learning skills to level 4, minus social skills.)

Primary Skills:
  1. Engineering V – Maximize the power core
  2. Electronics V – Maximize the CPU
  3. Energy Management V – Maximize the capacitor capacity
  4. Energy Systems Operation V – Maximize the rate at which the capacitor recharges
  5. Energy Grid Upgrades IV – Reduce the CPU requirements of installing power modules
  6. Mechanic V – Maximize hull strength
  7. Shield Management V – Maximize shield capacity
  8. Shield Operation V – Maximize the rate at which the shield recharges
  9. Hull Upgrade V – Maximize armor strength
  10. Repair Systems V – Operate the best armor and hull repair modules
Secondary Skills:
  1. Drones V – Control up to 5 drones
  2. Targeting IV – +4 targets
  3. Long Range Targeting V – Maximize targeting range and opens up Sensor Booster II (@ IV)
  4. Signature Analysis V – Maximize targeting speed and opens up Logistics and Recon Ships (@ V)  (This should be #1)
  5. Navigation V – Maximize sub-warp speed
  6. Evasive Maneuvering V – Maximize ship agility  (This should be #2 as agility is life in a frig, and it also opens up Interceptors)
  7. Acceleration Control V – Maximize afterburner and microwarp drive speed boost
  8. Cloaking IV – Allows you to use Covert Ops Cloaking Device II which is good for Covert Ops ships. (this should be last, Cloakers should not be trained until needed and then only fit on ships meant to use them :) )
  9. Propulsion Jamming V – Minimize warp scrambler and stasis web capacitor requirements (scramblers/webs require little cap and longer range points lock down targets long enough for the rest of your fleet to engage.  This also opens up Heavy Interdiction Cruiser bubbles in the long run.)


In addition to the skills listed in the K162 post you also should train
  1. High Speed Maneuvering to 4 to open up the use of MWD
  2. Weapon Upgrades to 5
  3. Advanced Weapon Upgrades(AWU) to 4 to minimize the fitting requirements of turrets and missiles.
  4. RIGGING!  (this includes Jury Rigging and at least armor or shield rigging depending on your race, as well as their primary weapon systems.)
  5. Tactical shield Manipulation to 4 so you can fit t2 shield hardeners if flying a shield tanking ship OR
  6. Armor Comp skills to 3 or 4 to harden up the passive resist modules usually used in armor tanking pvp.
  7. Racial frigate 5!  Pushes you towards your first t2 ship class, the interceptor(gall, Minmatar{meh} and Amarr)  or EAS(Caldari, Amarr and Minmatar).
  8. Thermodynamics and associated nanite repair skills (because overheating and repairing overheated modules is key.
All that said, refer to my earlier post about when you should get into PvP in your eve career, especially if you are training an ALT specifically for PvP....

JUST GET INTO IT!

Wednesday, December 30, 2009

Even a late bird gets a worm.

TXW was unusually quiet for some time before Leprosorium decided to make a stop by our system in a few BC's.  Admittedly, we undocked 2 BS and a HIC(me) to try to effect some tackle on their BC's and they rightfully ran like hell, and called us out on bringing heavier ships to engage their BC's, conveniently leaving out that they DID outnumber us 5 v our 2-3.  We chased them back to XYY.  Approximately then, one of Leprosorium's alt scouts in TXW said that a BSOD gang was headed our way!

Happy for some kind of a fight, a smallish gang was formed at the station, consisting of a few Armageddon BS since we knew that the BSOD guys always show up in force.  In jumped around 4 drakes and a few tacklers, hanging on the 5-F gate in TXW.  Our gang had about 5-6 people in it now, 3 in armageddon's, myself in a Devoter and a Navy Comet.

With the ever-rallying cry of "who wants to live forever!" we warped in on the gate hoping to go down swinging!  Immediately local blossomed as the rest of the BSOD+Friends fleet jumped into us, intent of eliminating our small squad.  We lost a armageddon to the first skirmish on the gate, just before I got to jump through.  I thought and was hoping there was a good chance I would break free on the other side, however a smart interceptor pilot had jumped through with me and nabbed me before I could warp off of the gate, The other BS made it off the field before more could jump through and get them.

I reversed towards the gate, engaging all my hardeners, and waited for the pain train to roll into the station.  I didn't have to wait to long, but thanks to some smart thinking on their side, their fleet remained split, leaving me without an escape.  Only got bumped out of jump range once...  But it hardly mattered, my fate was written in this ship at least!

I teased them for a while, my passive tank soaking up the damage with some ease, and just as I hit below half armor I jumped through into the other fleet, and was quickly reduced to dust ...  just had to make sure they didn't all get on my mail.  Besides I hate it when people do that to me so I had to return the favor!

I even managed to get my pod back to the station (they didn't have any dictors).

I quickly changed ships into the Hydra II, and undocked, heading for a offgate spot about 200km from their fleet, to see if I could pull some of their light tackle off the gate and engage with any luck.  They had a Malediction, Crusader and some friends.  Shortly after I landed they were all warping to/jumping out into 3MOG, with one crusader providing hope for me by MWDing at first out towards me and then over towards 3MOG, I tried to catch up with him but I was AB fit and a little timid about their fleet turning around to kill me, again.  Knowing that he was MWD would turn the tide later.

With the lack of a RK fleet to distract the main bit of their fleet I followed cautiously behind, at the heels of the other Crusader.  His fleet left him behind in 3MOG, and after a few near misses, I would jump through, he would have just jumped back, etc.  We engaged in 3MOG, I however jumped through to verify no large fleet was waiting on the other side to jump back through and kill me!  That cost me my shields as he got a volley off before I jumped.

With nothing on the other side, and no shields (first volley of his hit me at 0m/s on the other side and HURT) I jumped back through and twisted around to engage.  Barreling in this time, I already had loaded IN Multi lenses, had my guns overheated from the start and swept into a stable 2500m orbit around his sader.  We traded blows, his shots taking me into first mid armor and then low armor, my guns burning down into his armor just as quickly, though I had a bit more to make up as he still had shields.

Once inside 2500m, AB on and scram on him the speed advantage was mine, I pulsed my small rep, and manually avoided his fire.  His damage lessened long enough for me to catch up, and with him in low armor I turned again, landing strong hits along his hull, venting his pod into space.  We shared a GF in local and then after some inept fumbling on my part to kill his pod it was over and I was left with just his wreck.  Time for some spoils!  Evidently he had been looting from other fights.  Looks like my dogfighting setup worked for once!  Manually turning around to run back past him helped as well.

The other guy

After action analysis (AAA) - I did all that shit I said I was going to do after I lost the Hydra I.  You know what?  It worked!  I gained some revenge for my lost HIC, I didn't want it anyways!

Shortly after that fight the Leprosorium guys succumbed to some shiny Hurricane bait and lost some of their fleet.  Flew a Vaga in that fight, I keep forgetting just how much like a inty that ship is!  Nearly zoomed out of range three times.  Anyways it was a short fight and, ended well for us.

Best quote from that fight was Poem asking the scramming rifter be removed from the fight, followed shortly by a thanks as he was vaporized under fire from Floobus.  I even managed to sneak onto that mail!

Tuesday, December 8, 2009

Logan's Run

In recent times, my eve time has come under strenuous fire from my life. In the meantime it seems that my forays into the world of eve have proven poor time spent for few or no kills, except for myself. The following details the fights I have been in over the past few months, sparse as they may have been.

"The cane that just wouldn't die!"

Until now, of course

I left from Orvolle, flying in my trusty AC fit Hurricane that was nearing the end of it's insurance cycle and seemed difficult to kill, it has been into battle more than once, survived when the rest of the fleet was wiped out and even made the trek back to syndicate from Molden Heath in one piece.

I moved through the gate into nearby lowsec searching for some action on my way down to Stacmon/Vestouve/TXW. I soon had my wish. A small contingent of -47- pilots barred one of the lowsec gates, daring me to attack, however I am familiar with their usual tactics and jumped back through escaping deeper into lowsec to find a way around what turned out to be a domi, 3 cruisers, two of the t2 and two more BCs.

On my way through ostingele a Myrm appeared on scan, Ost has only one belt and soon I was at it but it seemed the Myrm had already left the belt. I aligned to the gate, looking through pilots in local and seeing 1-2 pirates, Negative ten alliance. I hoped one or both of them were watching and it turns out I got my wish, the Myrm returned and battle was had.

Neuts reached out from both our ships as I traded out to close range ammo. His drones were quickly launched, however my cap was dead quickly and I was unable to run my neuts to cripple his tank. I focused on his drones, eliminating 3-4 of his Ogre II's during the battle. My passive tank was no match for his determined drones. A late addition to the fight, a most unwelcome Cyclone sealed my doom. I don't recall even getting the Myrm below 3/4 armor during the whole fight, made me wish I had brought my triple rep myrm instead! I had go before I could make good my return in the Myrm. At least it was not a gank fleet that claimed my BC! I'm not sure how I could have won this battle, perhaps spending more time shooting the Myrm and less on his drones, but it seems unlikely he would have died before the cyclone came in, maybe when the Cyclone landed I should have switched over... seems like I was doomed from the undock on this one.

Loss

Then there was the thrasher that was convinced it was a coercer. Definitely in my list of top 10 worst Destroyer fittings, if not number one.

I received word of a Tengu sitting on a gate in Aubres, and along with a mix of other pilots started heading in that direction, but everyone else was closer. Sadly not on this kill, but I was there in spirit!

When I arrived there was the Tengu wreck, a Drake pilot (flashy from the same corp as the Tengu), and a noob Thrasher headed to the Tengy wreck and a abandoned can of cap 800's... I was uncloaked by the gate and warily looked at the Drake as the thrasher took from the alliance can's 800's and turned flashy to me!

Throwing my AB on I headed towards the Thrasher, laughing, launching drones, neut, web and scrambler. Thrasher had no idea what was going on and died quickly(lol). However the Drake wasn't so happy and engaged me, launching HAM's into my plated Pilgrim. I turned on my rep, and headed back towards the gate! Local was spiking like crazy right then as a fleet entered system, 20+ gains in local. I figured I was done for as they started landing on the gate but they immediately engaged the Drake (as he was flashy and I wasn't) and I was able to jump through to safety! (and an immediate cloak and warp away from the gate. It was lucky I was able to jump out otherwise I might have been next on their dinner course!

Just to repost the Thrasher fit.... WOW

Early this month I scanned down a Raven in a plex in a WH off of Stacmon... However by the time I got back to it with a combat ship, all I got was this lousy Osprey! Anyways I finished the job on cleaning up the plex and made it out 3 minutes before the WH collapsed. Close call considering my combat ship didn't have a probe launcher fit!

I scanned through my ships in Stacmon and decided to head out with a Crusader, something I have never flown before so most likely my fit was bad, but it was a blast to fly. I chased some random fleets around close to TXW to land a tackle by managed to fail at that as well... sadly.

A short AFK later and all I could find in local was a Eris passing through with a few (2 others) from the IUS alliance. I decided to take that gamble and headed to the 3MOG gate. A Manticore landed and jumped through with me, uncloaking and then engaging me on the far side. I knew he had to have friends on the way, but damn it I wanted a kill before I had to log again! I burned towards him as his damps had their way with my already small lock range... don't ask about the t2 WD instead of t2 WS... Anyways, I got close enough to hold a point on him and pin him back with my LAZORS....

Just as he entered structure, the Eris landed, immediately throwing up a bubble (goodbye pod) and locking me down with a pesky warp scrambler, nicely fit. I overheated my rep, guns and mind, trying to find a way out... It was easy to find one but only after I killed the damn Manticore!

125mm rails ate me up quickly, and I popped shortly there after, as did my pod... Wouldn't you know my clone was still set across the damn universe!

Report

Turns out the last guy was in a pod, so 2 v 1, I still should have won! I think if I had fit a warp scrambler, paid a bit better attention to range on the Eris, engaged it first even with the manti in structure, and I might have survived or chased off one or both of the hostiles and been a lot happier. Gonna have to remember that next time! Maybe if I had overheat my guns from the get go I could have gotten out of there before the Eris landed or uncloaked, not sure what one lol! Maybe a healthy dose of watching my overview wouldn't hurt either!

I got a new PulseSader, fit it better this time(WS), even with RIGS! wewt... Now to find more play time... and another death.

Side note, my clone cost 20 mil isk now :( I miss the days where my clone was worth like 500k.