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Notorious viper
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Posted - 2010.04.01 09:45:00 -
[1]
well,now i can use all T2 ECM fits and i fit it like this...
[Blackbird, ECM] Signal Distortion Amplifier II Signal Distortion Amplifier II
ECM - Ion Field Projector II ECM - Spatial Destabilizer II ECM - Phase Inverter II ECM - White Noise Generator II 10MN MicroWarpdrive I Large Shield Extender II
'Malkuth' Heavy Missile Launcher I, Thunderbolt Heavy Missile 'Malkuth' Heavy Missile Launcher I, Thunderbolt Heavy Missile 'Malkuth' Heavy Missile Launcher I, Thunderbolt Heavy Missile [empty high slot]
if there r some mistakes plz let me know
here i wanna know how to play this ship..if im in a small gang with BC+logi's what should i do,how to be a right position or how to protect my ship from being kill(i know i will be the primary target)and how to use the ECM(in a way that can be more effective)
if you have some materials about this,i will very appreciate if you can give me
thanks a lot
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Abrazzar
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Posted - 2010.04.01 10:17:00 -
[2]
Here's a alternative fit. Use in sequence with a proper fit so they never know which one you're actually flying.
[Blackbird, Bait] Shield Power Relay II Damage Control II
Large Shield Extender II Large Shield Extender II Large Shield Extender II Large Shield Extender II Invulnerability Field II Invulnerability Field II
Assault Missile Launcher II, Bloodclaw Fury Light Missile Assault Missile Launcher II, Bloodclaw Fury Light Missile Assault Missile Launcher II, Bloodclaw Fury Light Missile Salvager I
Medium Core Defence Field Extender I Medium Core Defence Field Extender I Medium Core Defence Field Extender I --------
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Notorious viper
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Posted - 2010.04.01 10:44:00 -
[3]
Originally by: Abrazzar Here's a alternative fit. Use in sequence with a proper fit so they never know which one you're actually flying.
[Blackbird, Bait] Shield Power Relay II Damage Control II
Large Shield Extender II Large Shield Extender II Large Shield Extender II Large Shield Extender II Invulnerability Field II Invulnerability Field II
Assault Missile Launcher II, Bloodclaw Fury Light Missile Assault Missile Launcher II, Bloodclaw Fury Light Missile Assault Missile Launcher II, Bloodclaw Fury Light Missile Salvager I
Medium Core Defence Field Extender I Medium Core Defence Field Extender I Medium Core Defence Field Extender I
sorry,i need a PVP fit not PVE,but also thx for your bump
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dtyk
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Posted - 2010.04.01 10:51:00 -
[4]
Your fit's fine.
I'd recommend that in a fight you try to stay at the edge of the optimal range of your jammers, in hopes of staying out of the range of anything shooting you. Usually, if something shoots you you can either jam it or warp away, since it's better to have you use a part of your jammers for protecting yourself or to be away for a moment than being completely out of the fight because of being dead. If possible, stay aligned to a nearby safe spot or celestial, so you can warp quick before you get pointed.
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NeoFusion
Caldari Freelancer Union Unaffiliated
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Posted - 2010.04.01 10:57:00 -
[5]
Edited by: NeoFusion on 01/04/2010 10:59:13 - If jumping into a hostile encounter always wait for 10 - 20 seconds after you're gang was jumped in, decloaked and started fighting. Uncloaking early will just get you killed immediately. This will reduce your chance of being primaried significantly.
- Before any engagement, start aligning to get out before you start locking or jamming.
- Don't use the ship up-close unless fighting a relatively small gang. Otherwise warp in to the grid from random celestials and at different ranges (i.e. not always 100, try 70, 50 etc.)
- After entering grid and before even starting to lock or jam anyone, align your ship to get the hell out. Preferably in line with multiple celestials (so they can't determine which one you warped to when you inevitably have to warp)
- Jam ships in the order of: 1) Those that are an immediate threat to you 2) Those that deal a large amount of DPS
- If you see a threat warp to a celestial which could potentially give them a warp-in on you, wait 15 seconds and warp out and back again in on a different trajectory.
- If you are tackled and know you are going to go down, overload all jammers. If you are trying to get rid of a tackler you can use any type racial jammer on them, likelihood is one will hit the mark.
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Notorious viper
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Posted - 2010.04.01 11:03:00 -
[6]
Originally by: dtyk Your fit's fine.
I'd recommend that in a fight you try to stay at the edge of the optimal range of your jammers, in hopes of staying out of the range of anything shooting you. Usually, if something shoots you you can either jam it or warp away, since it's better to have you use a part of your jammers for protecting yourself or to be away for a moment than being completely out of the fight because of being dead. If possible, stay aligned to a nearby safe spot or celestial, so you can warp quick before you get pointed.
thx a lot ,now i know what should i do..
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Notorious viper
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Posted - 2010.04.01 11:16:00 -
[7]
Originally by: NeoFusion Edited by: NeoFusion on 01/04/2010 10:59:13 - If jumping into a hostile encounter always wait for 10 - 20 seconds after you're gang was jumped in, decloaked and started fighting. Uncloaking early will just get you killed immediately. This will reduce your chance of being primaried significantly.
- Before any engagement, start aligning to get out before you start locking or jamming.
- Don't use the ship up-close unless fighting a relatively small gang. Otherwise warp in to the grid from random celestials and at different ranges (i.e. not always 100, try 70, 50 etc.)
- After entering grid and before even starting to lock or jam anyone, align your ship to get the hell out. Preferably in line with multiple celestials (so they can't determine which one you warped to when you inevitably have to warp)
- Jam ships in the order of: 1) Those that are an immediate threat to you 2) Those that deal a large amount of DPS
- If you see a threat warp to a celestial which could potentially give them a warp-in on you, wait 15 seconds and warp out and back again in on a different trajectory.
- If you are tackled and know you are going to go down, overload all jammers. If you are trying to get rid of a tackler you can use any type racial jammer on them, likelihood is one will hit the mark.
wow..an explicit instructions,id appreciate your help
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debbie harrio
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Posted - 2010.04.01 11:44:00 -
[8]
Fit an auto targeting system in the spare hi, gives you +3 targets to lock.
drop a jammer for a sensor booster with targeting range and fit 1 ionic rig, 1 particle dispersion augmenter and 1 particle dispersion projector.
Gives you 187.5 targeting range and 100+80km on the jammers.
brilliant ships.
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Silverskull7
Costolle Military Assistance Corporation
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Posted - 2010.04.01 12:37:00 -
[9]
Drop the Large shield extender, my moto with ecm ships is if your gonna show up in one its all ecm or nothing (obviously MWD is useful) the closest thing i'll have to a tank is DCU on my rook or DCU and 1600mm plate if in a scorp. Beyond that its all jamming stuff. warp in at 70km align first then begin jamming. I dont recomend warping in at a hundred as you'll be heading into your falloff where your jam chance significantly decreases. Then you might as well of stayed home.
On another note making tactical safe around gates can be useful if you operate in an area reguarly like 400km off. Then align straight down or up to your safe that way if you have to bug out its a short warp and you wont be having to do long 90AU warp or nothing.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2010.04.01 12:53:00 -
[10]
Very good advice from NeoFusion.
An autotargeter for extra lockable targets is a reasonable idea. Or you could go for a smartbomb, to (slowly!) remove hostile drones on you). Keep the LSE, you want some sort of buffer, as everyone will try to shoot you or put drones on you. Drone Control range is normally 57 km (who trains EWDI V?), so watch out when you get within 57 km of droneboats.
With a couple of cheap Medium Particle Dispersion Projector you can push your ECM optimal out to your lock range, which will make the 100-km warp-in work.
As for the launchers, either AMLs or HMLs are viable. You won't have the range to apply AML DPS to the primary, but they'll be much more effective against any frigate tackler that comes into range. On the other hand, HMLs have more EFT DPS and twice the range. Your call.
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Silverskull7
Costolle Military Assistance Corporation
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Posted - 2010.04.01 13:16:00 -
[11]
Drop the LSE, the blackbird is cheap as chips, i can understand people putting them on rooks as they're expensive and get shot at alot. But given the choice between removing one extra hostile or having a tiny buffer on an already paper thin ship the choice is obvious for me.
ask yourself this, whats going to help your gang more and potentially save your own ass with an extra jam cycle?
All the other advice is sound.
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Artemis Rose
Sileo In Pacis THE SPACE P0LICE
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Posted - 2010.04.01 13:27:00 -
[12]
I'm a fan of plating ECM ships myself, as you get more HP buffer and you free up a mid for an extra jammer. While the agility/speed loss really hurts, the very first thing you should do when you land on grid is align out anyways, so you probably won't get caught much more often plated vs unplated.
Also, another reason to plate it is that your SDAs will have a stacking penality with rigs, whereas an extra jammer isn't stacking penalized. *** Currently Playing: Trolls from Outer Space Current Equipment: VISAcard chain mail, +2 Amulet of Epic Whine, Self Banstick +2 WTB: +666 E-peen killboard stats |
Terik Voth
Caldari Caldari State 1st Protectorate
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Posted - 2010.04.01 14:54:00 -
[13]
That's almost the exact same fit that I got.
[Blackbird, Fleet Blackbird] Signal Distortion Amplifier II Damage Control II
10MN MicroWarpdrive II ECM - Spatial Destabilizer II ECM - Phase Inverter II ECM - Ion Field Projector II ECM - White Noise Generator II Large Shield Extender II
'Malkuth' Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile 'Malkuth' Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile 'Malkuth' Heavy Missile Launcher I, Caldari Navy Thunderbolt Heavy Missile [empty high slot]
Medium Particle Dispersion Augmentor I Medium Particle Dispersion Augmentor I
A little more ehp and a little more Jam strength.
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Zhilia Mann
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Posted - 2010.04.01 15:50:00 -
[14]
Edited by: Zhilia Mann on 01/04/2010 15:51:50
Originally by: Artemis Rose I'm a fan of plating ECM ships myself, as you get more HP buffer and you free up a mid for an extra jammer.
Ok, background: I'm probably the only person in the history of EVE to have Cal Cruiser 5 and Recon 5 to have never flown an ECM boat. So go easy on me.
[Blackbird, Fleet Blackbird 3 (armor)] Signal Distortion Amplifier II 800mm Reinforced Titanium Plates I
10MN MicroWarpdrive II ECM - Spatial Destabilizer II ECM - Phase Inverter II ECM - Ion Field Projector II ECM - White Noise Generator II Sensor Booster II, Scan Resolution
Heavy Missile Launcher II, Havoc Heavy Missile Heavy Missile Launcher II, Havoc Heavy Missile Heavy Missile Launcher II, Havoc Heavy Missile Auto Targeting System II
Medium Particle Dispersion Augmentor I Medium Particle Dispersion Projector I Medium Ionic Field Projector I
Would something like this work out?
Edit: And yeah, that fits for me. Tight though. What could I do to improve it?
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Silverskull7
Costolle Military Assistance Corporation
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Posted - 2010.04.01 19:17:00 -
[15]
Alright if you want buffer what the other guy said about plated setup is best. You lose one stack penalized SDA. This is better in two respects over the LSE First you get more ehp 12,976ehp instead of the 8,700ehp with LSE secondly you save a med slot which gives you more jamming power overall and thirdly your signature doesn't increase.
There's two drawbacks as previously stated you lose some agility but seen as aligning is the first thing you should do not a big deal and as for keeping up with fleet, you wanna come in late anyway that what heroes do. (also not primary).
This is very tight fit powgrid wise (656/656.25) with the 1600mm plate meaning you cant fit anything in the high slots. High slots howvever should not be your concern during a fight its jam cycles and staying alive. Your dps is crap, smart bombs do bleh dmg Auto targeting system is really the only thing remotely useful.
also on the align issue just wack on your MWD for one cycle it allows for a faster warp if needed.
[Blackbird, PVP] Signal Distortion Amplifier II 1600mm Reinforced Rolled Tungsten Plates I
ECM - Spatial Destabilizer II ECM - Spatial Destabilizer II ECM - Phase Inverter II ECM - Ion Field Projector II ECM - White Noise Generator II 10MN MicroWarpdrive I
[empty high slot] [empty high slot] [empty high slot] [empty high slot]
Medium Particle Dispersion Augmentor I Medium Particle Dispersion Projector I
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2010.04.01 19:37:00 -
[16]
Originally by: Notorious viper
sorry,i need a PVP fit not PVE,but also thx for your bump
It's not a PvE fit, it's a bait fit. The thinking is that ECM boats will be primary, so mix in one of these with your actual ECM BBs to soak up some extra damage before moving on. It lacks a MWD though. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Flitterby
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Posted - 2010.04.01 20:55:00 -
[17]
1. I highly recommend range tanking instead of fitting armor or shields.
2. If you can afford it, use meta 3/4 jammers instead of tech 2. You'll save a lot of cap.
Here's the fitting I use. You can reduce to one med neut and AML if you want, but I prefer to run. The neuts make this guy very hard for frigates to hold down.
[Blackbird, fleet ecm, long range]
Signal Distortion Amplifier II Signal Distortion Amplifier II
10MN MicroWarpdrive II Sensor Booster II BZ-5 Neutralizing Spatial Destabilizer ECM Enfeebling Phase Inversion ECM I 'Hypnos' Ion Field ECM I 'Umbra' I White Noise ECM
Auto Targeting System II Medium Energy Neutralizer II Medium Energy Neutralizer II
Medium Particle Dispersion Augmentor I Medium Particle Dispersion Projector I Medium Particle Dispersion Projector I
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Panch0Villa
Caldari
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Posted - 2010.04.01 22:35:00 -
[18]
Originally by: Silverskull7 also on the align issue just wack on your MWD for one cycle it allows for a faster warp if needed.
I believe this is incorrect. Better just to be aligned and at speed.
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Silverskull7
Costolle Military Assistance Corporation
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Posted - 2010.04.01 22:38:00 -
[19]
Originally by: Panch0Villa
Originally by: Silverskull7 also on the align issue just wack on your MWD for one cycle it allows for a faster warp if needed.
I believe this is incorrect.
No its not.
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Duke o'DeliMeats
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Posted - 2010.04.02 00:19:00 -
[20]
Edited by: Duke o''DeliMeats on 02/04/2010 00:20:32
Originally by: Silverskull7
Originally by: Panch0Villa
Originally by: Silverskull7 also on the align issue just wack on your MWD for one cycle it allows for a faster warp if needed.
I believe this is incorrect.
No its not.
When your MWD is on it increases ship mass and increases your align time (assuming you are not manually aligning). The MWD trick you are referring to only works if you are already aligned, but not at speed.
In other words, if you are sitting still facing in one direction and you want to align and warp out to a point that is 180 degrees in the opposite direction, it will take longer to do this if your MWD is turned on. However, if you are already aligned to your warp-out but are just not travelling at the necessary speed, the MWD can help. With that said, this trick is far more useful with ships that have ridiculously slow align times as opposed to cruisers that will align in <10 seconds anyways.
Note that the MWD increasing mass thing is the reason why you shouldn't use jump bridges with your MWD cycling.
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Colonel Evans
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Posted - 2010.04.02 01:20:00 -
[21]
1.)Aim at proper race targets 2.)Activate corresponding jammers 3.)Watch Keyboards become projectiles 4.)????? 5.)Profit!!
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Porban
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Posted - 2010.04.02 02:02:00 -
[22]
Originally by: Duke o'DeliMeats [ ....In other words, if you are sitting still facing in one direction and you want to align and warp out to a point that is 180 degrees in the opposite direction, it will take longer to do this if your MWD is turned on. However, if you are already aligned to your warp-out but are just not travelling at the necessary speed, the MWD can help. With that said, this trick is far more useful with ships that have ridiculously slow align times as opposed to cruisers that will align in <10 seconds anyways.
This statement is not true.
WHEN YOU ARE STATIONARY, your time to warp is ONLY affected by the time it takes to get up to "warp speed". The direction you are pointing or your ship's agility are not factors in determining how long it takes to warp. I fly an Orca. With a 100MN MWD turned on (for one cycle) I warp after the cycle is completed . This is approximately 10 secs. Try it with any ship. Just make sure you are stationary first.
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Duke o'DeliMeats
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Posted - 2010.04.02 03:06:00 -
[23]
Originally by: Porban
Originally by: Duke o'DeliMeats [ ....In other words, if you are sitting still facing in one direction and you want to align and warp out to a point that is 180 degrees in the opposite direction, it will take longer to do this if your MWD is turned on. However, if you are already aligned to your warp-out but are just not travelling at the necessary speed, the MWD can help. With that said, this trick is far more useful with ships that have ridiculously slow align times as opposed to cruisers that will align in <10 seconds anyways.
This statement is not true.
WHEN YOU ARE STATIONARY...Just make sure you are stationary first.
Yeah, I ****ed that up and meant to say when moving instead of sitting still. I will edit my post to reflect that.
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Andrea Griffin
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Posted - 2010.04.02 14:10:00 -
[24]
Originally by: Flitterby [Blackbird, fleet ecm, long range] [...] Medium Energy Neutralizer II
Yes. I always forgo the meager DPS that a blackbird provides and drop in a neut instead. If you get tackled by a frig and your jammers are all busy, this can save your butt.
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