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Dotard
Minmatar Eternal Guardians Corp. The Covenant Alliance
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Posted - 2008.05.16 12:04:00 -
[1]
For an effective ship to salvage other peoples missions I believe the important factors are:
Speed, agility, plenty hi slots for the salvaging mods and some buffer tank for sucking up a few hits if the runner(s) warp off and you get some rat aggro.
For a fairly inexpensive ship not out of reach for a fairly new player engaged in such activities, without being silly and just slapping a few salvaging mods on a Vagabond and calling it an Uber salvager, my vote goes to the Stabber.
It's easy to get into, skill-wise, and if you have a few extra bucks (isks) and want to beef it up a bit, slap on a couple salvaging rigs and a agility rig (low friction nozzle joint) and there ya go.
Align time of 3.4 seconds with good cruiser skills and a inert stab in a lowslot. Fits five salvagers or six. (I like carrying a cloak for instigating fun) Plenty PG and cap for fitting two large shield extenders for buffer. Larger cargo than a frig if you, like me, also get a kick out of looting for runner aggro. ( TankBuffer is important for this type of entertainment) Slap a 10mn AB on there and with good Nav skills I get paultry speed of approx 1125m/s which serves the purpose in Non-MWD deadspaceland.
Let this thread serve as an open invitaion to any other bottom-feeding scum sucking lowlifes (Mission runners description of me and my ilk, not mine) such as my self to tell me just how wrong I am and what they fly and how it can out-salvage me and my setup any day of the week.
--------------- Nerf You! Buff Me!
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Kurundo Garon
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Posted - 2008.05.16 14:11:00 -
[2]
i used to ninja salv in low sec with a comorant. worked great lost a couple ofcourse but they cost close to nothing. and salv fast. but i bet there are better options out there.
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Joe Starbreaker
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Posted - 2008.05.16 16:24:00 -
[3]
The stabber would definitely be my choice in the cruiser class, but I still think it needs moar speed. Normally I use an Executioner (I can't fly interceptors yet) but lately I was thinking I should maybe switch to a Slasher or Condor. The reason: 3 high slots. In addition to my usual two salvagers, I could fit a civilian pellet gun of some kind, to get myself on the killmails when the occasional idiot mission-runner takes a shot at me.
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Derek Sigres
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Posted - 2008.05.16 18:14:00 -
[4]
Originally by: Dotard
Let this thread serve as an open invitaion to any other bottom-feeding scum sucking lowlifes (Mission runners description of me and my ilk, not mine) such as my self to tell me just how wrong I am and what they fly and how it can out-salvage me and my setup any day of the week.
From a caldari ship perspective, the Moa would be a solid choice from at least a few angles. Decent cargo space, fairly good buffer for a cruiser and enough slots to make the thing work well enough to get the job done.
That being said, I don't see what makes a destroyer unsuited to this job. They are more agile than cruisers and generally have sizable cargos, and they're even cheaper and easier to get into.
Also, I wondered what you spent your time doing when not in 0.0 Dotard :P
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Joe Starbreaker
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Posted - 2008.05.16 22:59:00 -
[5]
Originally by: Derek Sigres That being said, I don't see what makes a destroyer unsuited to this job. They are more agile than cruisers and generally have sizable cargos, and they're even cheaper and easier to get into.
Destroyers fail at ninja salvaging. Remember you cannot use tractor beams on other people's wrecks... you have to have speed. Even a Thrasher with a cruiser-sized AB, which has decent speed, cannot compare in maneuverability with a T1 interceptor-type frigate. Its eight highslots are massive overkill since you'll only be salvaging one or two wrecks at a time (scattered as they are) and you can't possibly have the capacitor to run all of them anyway. Cargo is irrelevant because salvage is tiny.
Best T1 option: Executioner 2x Salvager I 1MN Afterburner II, Small Capacitor Battery II Overdrive Injector II, Nanofiber Internal Structure II
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Derek Sigres
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Posted - 2008.05.16 23:01:00 -
[6]
Originally by: Joe Starbreaker
Originally by: Derek Sigres That being said, I don't see what makes a destroyer unsuited to this job. They are more agile than cruisers and generally have sizable cargos, and they're even cheaper and easier to get into.
Destroyers fail at ninja salvaging. Remember you cannot use tractor beams on other people's wrecks... you have to have speed. Even a Thrasher with a cruiser-sized AB, which has decent speed, cannot compare in maneuverability with a T1 interceptor-type frigate. Its eight highslots are massive overkill since you'll only be salvaging one or two wrecks at a time (scattered as they are) and you can't possibly have the capacitor to run all of them anyway. Cargo is irrelevant because salvage is tiny.
Best T1 option: Executioner 2x Salvager I 1MN Afterburner II, Small Capacitor Battery II Overdrive Injector II, Nanofiber Internal Structure II
That indeed explains it all. I forgot you can't tractor other people's wrecks.
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Dotard
Minmatar Eternal Guardians Corp. The Covenant Alliance
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Posted - 2008.05.16 23:23:00 -
[7]
Originally by: Joe Starbreaker
...you can't possibly have the capacitor to run all of them anyway. Cargo is irrelevant because salvage is tiny.
That is a beauty of the Stabby which I pointed out previously. I run all 5 salvage mods and let the AB perma-run and cap is never an issue.
And cargo is not irrelevant if you ever get a hankering to loot some poor sap also.
You said in a previous post you wouldn't mind carrying a B.B. gun on a salvaging ship for lolz. Slap on your two salv. mods you usually fit and mount four 220's or some other such fun.
Versatility demonstrated at it's finest. And it's agility come DAMNFRIGGIN' close to that of your average frigate.
--------------- Nerf You! Buff Me!
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2008.05.16 23:54:00 -
[8]
I have had very good luck with my heavy salvage Moas. They've got the powerplant to fit a battleship afterburner, and enough low slots to tinker with agility / mass / speed / cargo mods until you get the perfect maneuverability for your skills (meaning, you never overshoot a wreck by more than 5k at top speed).
I find that at least one salvage rig and at least one rig to help with agility makes a "good enough" salvager into a dream to fly. If you're feeling flush, put a scan time reduction rig on there to help with scan times, since the ship gets no scan bonuses and it's a pain to change ships all the time.
That said, I'm giving some serious thought to trying to tinker up a heavy salvager based around one of my Basilisks (Tech II logistics cruiser on the Osprey hull). Problem is that the ones I have have are rigged for cap and power. ------------------ Ironfleet.com |
Sigul Siento
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Posted - 2008.05.17 10:22:00 -
[9]
I'm with Dotard on the Stabber. Having 5 salvagers mean that in a situation with scattered wrecks, I can zoom at one, apply salvagers, and change course for the next wreck being *nearly* certain that they will get it in one cycle. No slowing down, and at 1300 m/s the rare occasions where all 5 salvagers miss and I have to turn back for another round isn't that big a deal.
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