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Old 04-17-2007, 09:13 AM   #1621 (permalink)
Xequecal
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Quote:
Originally Posted by Wilfan View Post
When you're building your "ultimate solo pwnmobile", please first check what others have come up with. There's a index of all ship setup threads on Eve-O (forums down atm). Then there's the lovely Scrapheap Challenge with this Curse thread. Then get QuickFit, modify the setup and check how long can it run till cap dies, what are damage mods and how much effective HP do you have. Alternatively, take it to SiSi and see how it does (mirrored skills permitting).

Some concrete criticism:
1. Armor and shield tank is bad, period.
2. Cloak on a Curse is pointless. If you want to be the stealth bastard, get a Pilgrim, so you can warp while cloaked and not scare off the prey.
3. EM damage is not uncommon. Loads of people fit half missile launchers with EM and half with explosive missiles/torps. Or EM/Therm/Kin/Exp rotation of smartbombs on bait ships. OTOH laser ships are extremely vulnerable to NOS, so you don't have to worry about that category.
That thread confuses me. First off, basically none of them active tank. There's one or two armor tanking off one MAR II, but most use all the lows and rig slots for speed boosting and then either just run one or two shield extenders, or drop even those to cram in more ewar. The ship drains ridiculous amounts of cap and nobody is even bothering to use it.
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Old 04-17-2007, 09:29 AM   #1622 (permalink)
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That thread confuses me. First off, basically none of them active tank. There's one or two armor tanking off one MAR II, but most use all the lows and rig slots for speed boosting and then either just run one or two shield extenders, or drop even those to cram in more ewar. The ship drains ridiculous amounts of cap and nobody is even bothering to use it.
To me, armor tanking seems like a bust - to use 2 reps you only have 2 slots left. That's one resistance slot and one...plate? It sure doesn't have a whole lot of armor to start with, so that's not the greatest thing in the world to have to do.

I would try to shield tank it, making use of that extra cap, and if that didn't work out due to fittings or w/e, I would try a passive speedtanked setup and use neuts instead of nos if I didn't need all the cap.

Keep in mind that if you're shooting at anything moderately large, they might well have a nos or two stuck in extra high slots that help counter yours a bit.
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Old 04-17-2007, 10:34 AM   #1623 (permalink)
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ok, so there was this extended downtime today
and I had put up a skill that would like finish right now, thinking the downtime might take a while longer than expected
you could log in ~half an hour earlier
now the damn server/login server is down and I cannot start a new skill


dem servers know when you're sleeping
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Old 04-17-2007, 10:55 AM   #1624 (permalink)
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Its booting up in less than 5 minutes.
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Old 04-17-2007, 11:18 AM   #1625 (permalink)
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I can't wait to fly amarrian battleships so I can run a shield/armor tank and pretend to be hitting people while I radio the backup in.












...Amarr don't suck *that* much but they are of course outstanding bait.
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Old 04-17-2007, 01:45 PM   #1626 (permalink)
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So I'm thinking of snatching a Minmatar Assault Ship. Jaguar or Wolf?
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Old 04-17-2007, 02:04 PM   #1627 (permalink)
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tank or gank?

oh assault frigates...sorry hrm...The wolf lack of mids somewhat limits its functional uses for things other than pew pew. The jaguar has more options of course, depends on what you want to do.

Wolf for pure damage, jaguar for more options or more of a solo ship i'd say. I don't really fly minmatar yet so ymmv.

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Old 04-17-2007, 02:05 PM   #1628 (permalink)
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I'm still a noob, so no idea. I guess gank cuz I want to blow shit up.

And the Rifter model is one of my favs, so I want to be able to fly something that is worthwhile into combat
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Old 04-17-2007, 02:13 PM   #1629 (permalink)
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That thread confuses me. First off, basically none of them active tank. There's one or two armor tanking off one MAR II, but most use all the lows and rig slots for speed boosting and then either just run one or two shield extenders, or drop even those to cram in more ewar. The ship drains ridiculous amounts of cap and nobody is even bothering to use it.
As pointed out several times in that thread, if you're not going to use the cap you should fit a combination of neuts and nos. This is much more effective than nos alone as neuts destroy significantly more cap, and the objective of this ship is to take your target's cap to 0 asap. The reason they don't fit a dual-MAR tank is because due to the number of cycles you have to run for the MAR to match up with a plate, it's not that great.

The speedfrog builds don't fit a tank because their tank is speed, not repping/boosting, the LSEs are just there to provide a buffer against drones/missiles and the like. Personally, I think speedfrog is the way to go on the curse because it doesn't have enough low slots to have a decent armor tank, plus you want the mid slots for ewar not a shield tank.

Not to mention, speedfrog lets you control the fight, if for some reason you are losing you can always run away and very few ships would be able to stop a NOS+damp Curse from doing what it wants, Interceptors can't even stop it since they'll be nossed to shit.
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Old 04-18-2007, 07:18 AM   #1630 (permalink)
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How exactly do jump clones work? I heard i need 8.0 faction with a station to place a jump clone. can more than one go in one station? i kind of want to make a jump clone just for implanting the shit out of it, then jump to an implant free body to pvp the few times a week i have time to. would that work?
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Old 04-18-2007, 07:23 AM   #1631 (permalink)
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How exactly do jump clones work? I heard i need 8.0 faction with a station to place a jump clone. can more than one go in one station? i kind of want to make a jump clone just for implanting the shit out of it, then jump to an implant free body to pvp the few times a week i have time to. would that work?
Yes it does work. And you also technically don't need any faction to get jump clones. There are corps out there that give them out for a fee of usually around 20 mil ISK AND i believe that the Dē EC-P8R outpost also has free jumpclones for everyone anyways.

Having a couple of jumpclones for clone and implant changing purpose is very usual and strongly reccomended.
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Old 04-18-2007, 07:25 AM   #1632 (permalink)
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How exactly do jump clones work? I heard i need 8.0 faction with a station to place a jump clone. can more than one go in one station? i kind of want to make a jump clone just for implanting the shit out of it, then jump to an implant free body to pvp the few times a week i have time to. would that work?
That's just what they are for, pretty much.

You can create jump clones from scratch in any station that you have 8.0 standing with, and they will start empty - no implants - in that station (call it station X). Then, you can take your normal, implant body, to some other station, anywhere you like, to some other station Y across the galaxy.

Sitting in station Y, you can jump to your jump clone in station X. At that point, your interface will switch to station X; you take up residence in your jump clone. If you look then on your jump clones tab, your old clone that you just left (with all the implants) will be available in station X as a jump clone. So a few days later, you can park in station Z, and jump back to it. Then you'll be back in station Y with all your implants, and your clean jump clone will be at rest in station Z, etc.

Notice that you don't have to have faction in stations Y or Z, even though you ended up with jump clones there for a little while. You only need the faction with the station where you create a new jump clone in the first place.
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Old 04-18-2007, 08:26 AM   #1633 (permalink)
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This Thread on the eve-o forums about optimizing the game through settings did a pretty good job of making my work laptop run eve better
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Old 04-18-2007, 09:49 AM   #1634 (permalink)
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So I'm thinking of snatching a Minmatar Assault Ship. Jaguar or Wolf?
Get a thrasher instead. Ship + t2 fittings is around 5-7m. You'll be surprised at the alpha damage on a full rack of t2 280s +2 gyros (warning, requires AWU5).
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Old 04-18-2007, 10:37 AM   #1635 (permalink)
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Get a thrasher instead. Ship + t2 fittings is around 5-7m. You'll be surprised at the alpha damage on a full rack of t2 280s +2 gyros (warning, requires AWU5).
Its fat and slow too with no tank at all. It will be no threat to even the stupidest of ratting battleships/battlecruisers. The wolf however is great at the job of killing bigger ships. The thrasher is only for frigate pounding, and even then it is too slow to engage the targets its after solo. You might be able to take out ignorant cruisers or people already hurt, but then again, an assault frigate can do these things already and better.
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