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| | #154 (permalink) | |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,658
+13 Internets | Quote:
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| | #155 (permalink) | |
| Registered User Join Date: Oct 2002
Posts: 2,588
| Quote:
As I still consider myself a quasi-newb (rich, but quasi-newb), I expect a contradiction shortly.... | |
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| | #156 (permalink) | |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,658
+13 Internets | Quote:
the downside of that sort of range is that I have no weapons that can reach that far 8( | |
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| | #157 (permalink) | |
| Registered User Join Date: Oct 2002
Posts: 2,588
| Quote:
Not that the target won't warp out before they hit, but that's what partners in interdictors are for ![]() | |
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| | #158 (permalink) |
| Registered User Join Date: Jul 2006
Posts: 1,263
| Dominix is THE 1 man gank ship. No other battle or smaller ship can simply be as bastardly as the dominix can manage as a single man platform of destruction. Many ships have special roles in eve, and the dominix is extremely good as a cheap machine of gate camp death dealing with its doomsbay of drones. It has its weakness in that it manuevers exactly like the giant sack of potatoes that it looks like, and that it is absolutely horrible fighting against ships that are far away, but once a domi manages to sink its fangs into another ship one on one, there isnt very much chance of living with equal skills. I have no problem with the domi. It has one roll and it is extremely good at that one roll. There are many other ships in the game which are overpowered at their one roll, and this to me is good. It makes you required to think throug an engagement. Once you get eve savy, you can instantly recognize what chances you have, what sort of fitting you should bring, ect. The domi is a very good close combat BS, but a smart pilot can try to use his own ship to exploit the domi's weaknesses, and get into a position where all the advantages that a domi brings to the battlefield are effectively nullified. |
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| | #159 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,658
+13 Internets | my cruise range max out at 138, and torps are significantly less. I played around with 1400mm arties, but despite the humor factor, they weren't really worth keeping. |
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| | #160 (permalink) | |
| Registered User Join Date: Aug 2006
Posts: 443
+3 Internets | Quote:
Last night I needed a sniping BS in a hurry but didn't have a Mega available so I just through together a bunch of random shit on a spare domi I had lying around, it was mostly best named/T2 stuff mind you, but the thing was downright pitiful, no tank whatsoever other than a DC II running in a low slot. I had to have a BS that could target/shoot 130km and I had to have it ready to go 5 minutes ago, ya know how it is. Was sorta tough pushing a dominix out to 130km targetting/Railguns without using T2 large Railguns in less than 3 minutes with only the modules I had on hand where I was docked/could buy at that station. Anyway after the Op was over one of our newbs needed help getting past a 6CZ gate camp to get into our space. I decided fuck it if they pop this they'll get a good laugh from the Killmail, and I warped in on the gatecampers at 100km and started sniping them. they gave chase, like 4-5 guys, we're warping all over various planets and gates and shit, their trying to spread out to catch me landing on a planet/gate since i'm making long jumps out of scan range each jump while i'm trying to catch one of them solo at sniping range to pop him before the rest of the crew show up. Eventually the newb guy in my alliance sneaks through while i'm distracting them so I lead them on a chase across half a dozen systems but this domi handles like a freight train and eventually they pop me coming out of a gate. The second they get web/scram on i'm getting ready to pod jump out since i've got absolutely no tank and really can't track anything less than 100km away. By the time my pod lands on the station my wallets blinking and I realize I have enough isk to replace everything I just lost + some. wtf? Not only is it the best T1 battleship Not only does it have the best alotment of slots Not only does it have such amazing, all purpose utility that it's virtually impossible to predict what it's going to bring to a fight (unlike most other ships which are sorta pigeon-holed and therefore predictable and easily counterable) Not only is this workhorse of a battleship a mere 40-45mil which is a far cry from the 100m a caldari pilot has to pony up to move from BC to BS. Not only is it all that + a drone carrier and all the options that entails BUT the goddamn insurance payout is greater than its frigging market cost + the cost of platinum insurance, so CCP is effectively paying you to fly them. Last edited by Kazgrim : 05-02-2007 at 09:42 AM. | |
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| | #163 (permalink) |
| Never Go Full Retard Join Date: May 2002 Location: Hell
Posts: 5,649
| Thought I'd give this thread a little bump with a fitting question of my own. I'm going down the EWar path as soon as I get my drone skills up, along with some more of the basics like Engineering, Electronics, Hull Upgrades, etc. My ship of choice is the Celestis, since the long term plan I have set up is for an Arazu. The price tag on the Arazu makes my ass twitch, so I'd really like to have plenty of experience in a ship that costs a small fraction of the price before I think about getting into a recon. From Quickfit: Celestis Medium Unstable Power Fluctuator I Medium Nosferatu II Medium 'Knave' I Energy Drain (even with Engineering V and AWU V, I still couldn't fit two T2's without switching out the PDS for a RCU) 'Arbalest' Heavy Assault Missile Launcher I [50xHellfire Assault Missile] Y-S8 Hydrocarbon I Afterburners Low Frequency Sensor Suppressor I Low Frequency Sensor Suppressor I Low Frequency Sensor Suppressor I Fleeting Warp Scrambler I Capacitor Power Relay II Damage Control II Power Diagnostic System I Rigs : Empty Slot \ Empty Slot \ Empty Slot \ Hammerhead II Hammerhead II Hammerhead II Hammerhead II 1402 shield, 3.57/s, E/T/K/Ex=12/29/47/64 1546 armor, E/T/K/Ex=65/44/44/23 1403.999948501587 cap, +15.29/s, -26.066/s 498.0 m/s 94.5 DPS Pretty straightforward. I lack the dps to crack anything able to defend itself, so I figure the best bet is to drain their cap entirely. Passive shield tanks are obviously out of the question, but I don't see any possible way to beat a decent passive. They can't stop me from just giving up and leaving either, so I'll just ignore the whole thing. I went with rockets because it fit better and had higher dps than a single AC. I have no hybrid skills (I'm Minmatar), no plans to train any, and a gun that takes cap to fire seems like a bad idea anyway. I can run all the modules without running out of cap, but only just barely, and it's counting a double nosf of course. Potential problems I see are against other ships with nosfs, and having to be aware when they are dry to shut off the destabilizer to avoid dropping my own cap so low that I can't run the damps anymore, and I guess cap boosters could be a problem even with a 3 second stagger on the nosfs. I could add CCC rigs, but the goal was to make a build that wouldn't leave me crying myself to sleep if I fuck up and get owned (which also explains the lack of Muons, etc.). Right now, the whole thing costs under 30M using Rens prices. This is obviously a solo setup, what would I want to change for gang/fleet work? I'd assume just the scrambler for a fourth dampener, but I'm not sure. I have a couple EWar questions too, that I haven't been able to find an answer for on forums. How are enemy drones affected by their owner being dampened down to roughly half the radius I will be orbiting at (~9km)? Assuming the other ship never gets a lock on me, will I still have to deal with them first? Last edited by Vorph : 05-16-2007 at 12:00 PM. |
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| | #164 (permalink) |
| Registered User Join Date: Jan 2005 Location: Boston, MA
Posts: 1,884
+2 Internets | Depends. If the drones aren't deployed and sicced before you damp them down, they'll just sit there doing nothing. If they're told to attack you, losing lock won't change that. The biggest problem I see with the setup above is that you'll run into a lot of other cruisers with MWDs(Thoraxes and Ruptures being the primary offenders) who will discover they're being damped and MWD straight into 500m nose-to-nose range. At that point they'll be able to target you again, and even with 4 Hammerhead IIs, a plated cruiser will still have the time to chew through you.
__________________ Wodin - Troll Rogue - Elitist Jerks - Mal'Ganis |
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| | #165 (permalink) | |
| Registered User Join Date: Aug 2006
Posts: 443
+3 Internets | Quote:
Highs: 20km Drone control thingies x 2 (that's their technical name) Standard Missile launcher x 2 Mids: Sensor Booster x 1 Remote Sensor Dampener II x 4 (these are considerably cheaper than Phased Muons and you won't use cap for anything else so you can afford the higher cap cost) Lows: 1600 Rolled Tungsten Plate x 1 Medium Armor Rep x 1 Cap power relay x 1 mix of hobgoblin IIs and Hammerhead IIs, but lights are better tbh. RSD from 100km+ out. be aligned. Plate exists to keep your ass alive til warp out if you see blinkies and are about to be primaried. Drones and missiles are to handle inties/tacklers coming to bother you and your fellow Ewar/snipers. repper is to repair damage sitting at a safespot/pos til you warp back into the engagement. | |
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