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PvP Curse

Author
Angsty Teenager
Broski North
#21 - 2012-02-07 20:23:50 UTC  |  Edited by: Angsty Teenager
Yes, if you're dualboxing with a rapier, a TD makes sense, what I've written and linked is largely applicable only for flying a curse solo.

As far as BS guns hitting you, I know they will hit you at point range, which is why I explicitly said to orbit at below 20km, ideally at 0km, and at 13-14km if they have a 2point.

In general you won't be finding/fighting battleships though, so I think while a valid consideration, it's largely non-applicable. If you live in an area where this is your primary prey, obviously fit to suit the situation. I've just suggested a fit that is generally successful vs most ships that are engageable in a curse, and is tailored to be optimal for fighting 2 cruisers/battlecruisers which is probably the most likely situation you'll find considering that people in general run from 1v1 fights with a curse.

Edit: From my experience flying a curse, having more tank is more useful than having a TD because their dps is already heavily mitigated due to your orbit speed and range, but considering the length of fights you will have in a curse, having a larger tank allows you to deal more easily with drone dps and secondary ships on the field (a very real and common possibility).

As for the poster who suggested that the only reason he would want more tank is so that he could fight drone/missile boats, but that he wouldn't anyway because he would die, I would disagree. The myrmidon, ishtar, gila, caracal, cerberus, any torp boat, domi, another curse, and any heavily tanked HAM ship (drake) all are engageable in the curse provided you have sufficent overall ehp and recharge to be able to tank their drones (or their poor torp dps) for a while, since the drones will be a significant portion of the dps.

There is really no reason to abandon these engagements so that you can win a fight vs a hurricane ultra easily via a TD. Lacking a TD makes flying vs turret ships require a little more effort, but at the same time you gain significantly more ehp and better resists to mitigate the lack of the TD.

Really it's a personal choice, but I think that for solo work, a TD is not as useful as it might seem and that overall having a bigger buffer and bigger passive recharge (important to consider when you realize how long fights in a curse go on) is just as effective in most situations and more effective in many others.
Ravenesa
School of Applied Knowledge
Caldari State
#22 - 2012-02-07 20:40:43 UTC
Angsty Teenager wrote:
Yes, if you're dualboxing with a rapier, a TD makes sense, what I've written and linked is largely applicable only for flying a curse solo.

As far as BS guns hitting you, I know they will hit you at point range, which is why I explicitly said to orbit at below 20km, ideally at 0km, and at 13-14km if they have a 2point.

In general you won't be finding/fighting battleships though, so I think while a valid consideration, it's largely non-applicable. If you live in an area where this is your primary prey, obviously fit to suit the situation. I've just suggested a fit that is generally successful vs most ships that are engageable in a curse, and is tailored to be optimal for fighting 2 cruisers/battlecruisers which is probably the most likely situation you'll find considering that people in general run from 1v1 fights with a curse.


I've found that a Lachesis/Arazu and Curse combo work nicely. You can point more to your max Neut range and still apply your full DPS while getting two TD's instead of having to fit tackle. The Raiper feels better with a Pilgrim since most Pilgy fits are more up close and personal. Just my two cents.
Djakku
U Subbed M8
#23 - 2012-02-07 21:08:14 UTC  |  Edited by: Djakku
Sorry to say that the NOS Curse is not very good m8, it may seem to work on paper but with the way nos's actually work you have a high chance of capping out, consider using a cap booster, and filling your high slots with neuts

edit: TD's with optimal are really really effective, and highly recommended but if you cant know or at least predict what you're up against more tank will be more effective
Angsty Teenager
Broski North
#24 - 2012-02-07 21:26:45 UTC
m8, I know how NOS's work. I said that my fit runs 1 neut + full tank/point + the MWD permanantly. So if you know how to play, all you really have to do is pulse the MWD and run both neuts, and if you're a masochist, just pretend the NOS doesn't exist. The NOS is there for if you're fighting multiple targets, in which case you neut one and stick the NOS on the other and then it does provide a benefit.

Eitherway, one extra missile launcher isn't much more effective than a NOS, and an extra neut is useless since you won't have the cap to use it.
Jhagiti Tyran
Caldari Provisions
Caldari State
#25 - 2012-02-07 21:34:34 UTC  |  Edited by: Jhagiti Tyran
Torothin wrote:
Have you guys actually flown Curses in PvP?


Yes, I have PvPed loads in Curses (fair number of kills and some losses) and taking it out into any kind of serious non gank fighting without a cap injector is a bad idea. The Curse simply cannot use nuets and MWD for any decent length of time without. Stuff with its own nuets can grab you and **** you, especially things like double neut Canes if you cannot maintain MWD & neuts for any length of time.
Roosterton
Sebiestor Tribe
Minmatar Republic
#26 - 2012-02-08 01:59:07 UTC
There is absolutely nothing wrong with a NOS Curse.

If a target has lots of cap and you don't have enough cap, you will be able to NOS it to help run your mods.

If you have lots of cap and your target doesn't, then you don't need to keep all your neuts on him and can just run one neut on him. If there are any other targets on the field, NOS them to help with your cap.

There's no reason why the NOS shouldn't provide you with enough cap.

Double neut Canes will have to catch you to neut you, and since the typical nano Curse goes faster than the typical nanocane, that's unlikely. Heavy neuts have crappy cycle time and you'll be able to NOS back cap between cycles.
carbomb
Super Team Munkey
#27 - 2012-02-08 11:52:01 UTC
This is the fit that i've used and was very happy with. It runs everything stable at 47% cap. It can run 2 neuts for over 17.5mins while having 2 mediums neuts draining it or 1 neut perma with the 2 neuts draining. so getting caught by a nano cane is no problem providing you can mitigate their damage and with the TD you should be able to.

I understand the pro's and cons of a med cap injector and i dont see anything wrong with fitting one but personally I'd rather not run out of cap sticks in the middle of 0.0 as you are then left with a dead mid slot and a seriously gimped ship.

Being able to perma run everything is useful and especially useful to people who are not so great at managing their cap (no comments like "if you cant manage your cap you shouldn't be flying a curse" please! They are really unhelpful and rather stupid) You can constantly keep on the move and baring a big fleet, you should be able to keep away from turret damage. Missiles are not your friend and while permaburning is good to an extent, the sig bloom from the mwd will only hurt you more with the missiles. Thats not to say you should keep away from missile boats, far from it. Just use your head and evaluate each engagement as it happens.

[Curse, Faction point - perma run. ]
Power Diagnostic System II
Power Diagnostic System II
Capacitor Power Relay II
Nanofiber Internal Structure II

Experimental 10MN MicroWarpdrive
Large Capacitor Battery II
Large Shield Extender II
Republic Fleet Warp Disruptor
Large Shield Extender II
Tracking Disruptor II, Optimal Range Disruption

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Drone Link Augmentor I
280mm Howitzer Artillery II, Tremor S

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II


Hammerhead II x5
Valkyrie II x5
Warrior II x5
Hobgoblin II x5

can put whatever you like in the 5th high slot fitting permitting. Some like a cloak but even an un-active cloak lowers sensor strength causing longer locking time. I put a small gun in for extra agro but fit as u wish.
Roosterton
Sebiestor Tribe
Minmatar Republic
#28 - 2012-02-08 15:51:25 UTC  |  Edited by: Roosterton
carbomb wrote:


[Curse, Faction point - perma run. ]
Power Diagnostic System II
Power Diagnostic System II
Capacitor Power Relay II
Nanofiber Internal Structure II

Experimental 10MN MicroWarpdrive
Large Capacitor Battery II
Large Shield Extender II
Republic Fleet Warp Disruptor
Large Shield Extender II
Tracking Disruptor II, Optimal Range Disruption

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Drone Link Augmentor I
280mm Howitzer Artillery II, Tremor S

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II


Hammerhead II x5
Valkyrie II x5
Warrior II x5
Hobgoblin II x5


Cap battery Lol
T2 CCC's Lol
Drone Link Augmentor Shocked

You really, really don't need to permarun everything. Use either a cap booster -OR- a NOS for dire situations. Not this.
None of my Curse losses have actually been due to capping out. I've died hilariously to frigate gangs, been blobbed in 0.0, and got my ass handed to me by light ECM drones, but never once capped out.
Torothin
Crimson Dawn Enterprises
#29 - 2012-02-08 18:23:49 UTC
carbomb wrote:
This is the fit that i've used and was very happy with. It runs everything stable at 47% cap. It can run 2 neuts for over 17.5mins while having 2 mediums neuts draining it or 1 neut perma with the 2 neuts draining. so getting caught by a nano cane is no problem providing you can mitigate their damage and with the TD you should be able to.

I understand the pro's and cons of a med cap injector and i dont see anything wrong with fitting one but personally I'd rather not run out of cap sticks in the middle of 0.0 as you are then left with a dead mid slot and a seriously gimped ship.

Being able to perma run everything is useful and especially useful to people who are not so great at managing their cap (no comments like "if you cant manage your cap you shouldn't be flying a curse" please! They are really unhelpful and rather stupid) You can constantly keep on the move and baring a big fleet, you should be able to keep away from turret damage. Missiles are not your friend and while permaburning is good to an extent, the sig bloom from the mwd will only hurt you more with the missiles. Thats not to say you should keep away from missile boats, far from it. Just use your head and evaluate each engagement as it happens.

[Curse, Faction point - perma run. ]
Power Diagnostic System II
Power Diagnostic System II
Capacitor Power Relay II
Nanofiber Internal Structure II

Experimental 10MN MicroWarpdrive
Large Capacitor Battery II
Large Shield Extender II
Republic Fleet Warp Disruptor
Large Shield Extender II
Tracking Disruptor II, Optimal Range Disruption

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Drone Link Augmentor I
280mm Howitzer Artillery II, Tremor S

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II


Hammerhead II x5
Valkyrie II x5
Warrior II x5
Hobgoblin II x5

can put whatever you like in the 5th high slot fitting permitting. Some like a cloak but even an un-active cloak lowers sensor strength causing longer locking time. I put a small gun in for extra agro but fit as u wish.



No offense, but this takes the prize as the worst fit that has been posted in this thread.
carbomb
Super Team Munkey
#30 - 2012-02-08 19:39:02 UTC
Torothin wrote:

No offense, but this takes the prize as the worst fit that has been posted in this thread.



offence taken! I dont need lessons from a pro pvp noctis pilot such as yourself thanks. This fit works perfectly fine for me. oh and welcome back to the game captain last kill was in 2010!
Torothin
Crimson Dawn Enterprises
#31 - 2012-02-08 19:40:17 UTC
BC does not update. Don't be upset over a horrible Curse fitting.
Liang Nuren
No Salvation
Divine Damnation
#32 - 2012-02-08 19:45:51 UTC
carbomb wrote:
Torothin wrote:

No offense, but this takes the prize as the worst fit that has been posted in this thread.



offence taken! I dont need lessons from a pro pvp noctis pilot such as yourself thanks. This fit works perfectly fine for me. oh and welcome back to the game captain last kill was in 2010!


Yes you do. :)

-Liang

I'm an idiot, don't mind me.

Evil Stare
Garoun Investment Bank
Gallente Federation
#33 - 2012-02-08 20:06:53 UTC
carbomb wrote:
Torothin wrote:

No offense, but this takes the prize as the worst fit that has been posted in this thread.



offence taken! I dont need lessons from a pro pvp noctis pilot such as yourself thanks. This fit works perfectly fine for me. oh and welcome back to the game captain last kill was in 2010!


You could honestly improve this fit by removing the 280 and replacing it with a mining lasor.
Angsty Teenager
Broski North
#34 - 2012-02-08 20:21:11 UTC
carbomb wrote:
This is the fit that i've used and was very happy with. It runs everything stable at 47% cap. It can run 2 neuts for over 17.5mins while having 2 mediums neuts draining it or 1 neut perma with the 2 neuts draining. so getting caught by a nano cane is no problem providing you can mitigate their damage and with the TD you should be able to.

I understand the pro's and cons of a med cap injector and i dont see anything wrong with fitting one but personally I'd rather not run out of cap sticks in the middle of 0.0 as you are then left with a dead mid slot and a seriously gimped ship.

Being able to perma run everything is useful and especially useful to people who are not so great at managing their cap (no comments like "if you cant manage your cap you shouldn't be flying a curse" please! They are really unhelpful and rather stupid) You can constantly keep on the move and baring a big fleet, you should be able to keep away from turret damage. Missiles are not your friend and while permaburning is good to an extent, the sig bloom from the mwd will only hurt you more with the missiles. Thats not to say you should keep away from missile boats, far from it. Just use your head and evaluate each engagement as it happens.

[Curse, Faction point - perma run. ]
Power Diagnostic System II
Power Diagnostic System II
Capacitor Power Relay II
Nanofiber Internal Structure II

Experimental 10MN MicroWarpdrive
Large Capacitor Battery II
Large Shield Extender II
Republic Fleet Warp Disruptor
Large Shield Extender II
Tracking Disruptor II, Optimal Range Disruption

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Drone Link Augmentor I
280mm Howitzer Artillery II, Tremor S

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II


Hammerhead II x5
Valkyrie II x5
Warrior II x5
Hobgoblin II x5

can put whatever you like in the 5th high slot fitting permitting. Some like a cloak but even an un-active cloak lowers sensor strength causing longer locking time. I put a small gun in for extra agro but fit as u wish.


The reason that this fit is sub-optimal is primarily because it costs way too much (T2 CCC's) for what it offers over a typical cookie cutter curse that is non-cap stable. You don't need to get mad about it. It probably works, but it's not nessecary and arguably is pointless when a non-cap stable curse is perfectly fine as long as you are aware that it's not cap stable and take precautions like pulsing your MWD and staying at peak recharge.

The tank is too small also.
Evil Stare
Garoun Investment Bank
Gallente Federation
#35 - 2012-02-08 20:24:08 UTC
Angsty Teenager wrote:
carbomb wrote:
This is the fit that i've used and was very happy with. It runs everything stable at 47% cap. It can run 2 neuts for over 17.5mins while having 2 mediums neuts draining it or 1 neut perma with the 2 neuts draining. so getting caught by a nano cane is no problem providing you can mitigate their damage and with the TD you should be able to.

I understand the pro's and cons of a med cap injector and i dont see anything wrong with fitting one but personally I'd rather not run out of cap sticks in the middle of 0.0 as you are then left with a dead mid slot and a seriously gimped ship.

Being able to perma run everything is useful and especially useful to people who are not so great at managing their cap (no comments like "if you cant manage your cap you shouldn't be flying a curse" please! They are really unhelpful and rather stupid) You can constantly keep on the move and baring a big fleet, you should be able to keep away from turret damage. Missiles are not your friend and while permaburning is good to an extent, the sig bloom from the mwd will only hurt you more with the missiles. Thats not to say you should keep away from missile boats, far from it. Just use your head and evaluate each engagement as it happens.

[Curse, Faction point - perma run. ]
Power Diagnostic System II
Power Diagnostic System II
Capacitor Power Relay II
Nanofiber Internal Structure II

Experimental 10MN MicroWarpdrive
Large Capacitor Battery II
Large Shield Extender II
Republic Fleet Warp Disruptor
Large Shield Extender II
Tracking Disruptor II, Optimal Range Disruption

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Drone Link Augmentor I
280mm Howitzer Artillery II, Tremor S

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II


Hammerhead II x5
Valkyrie II x5
Warrior II x5
Hobgoblin II x5

can put whatever you like in the 5th high slot fitting permitting. Some like a cloak but even an un-active cloak lowers sensor strength causing longer locking time. I put a small gun in for extra agro but fit as u wish.


The reason that this fit is sub-optimal is primarily because it costs way too much (T2 CCC's) for what it offers over a typical cookie cutter curse that is non-cap stable. You don't need to get mad about it. It probably works, but it's not nessecary and arguably is pointless when a non-cap stable curse is perfectly fine as long as you are aware that it's not cap stable and take precautions like pulsing your MWD and staying at peak recharge.

The tank is too small also.



You are way to kind. :)
Liang Nuren
No Salvation
Divine Damnation
#36 - 2012-02-08 20:26:22 UTC  |  Edited by: Liang Nuren
I usually run with a 3 missile/2 neut curse, but I keep having fantasies of an active shield tanking nano nos curse. I hear it kinda worked back before the nos changes. Anyone try something crazy like that recently?

-Liang

I'm an idiot, don't mind me.

Torothin
Crimson Dawn Enterprises
#37 - 2012-02-08 20:29:02 UTC
I was using it with the original fit. But I switched to a 3 missile/ 2 neuting Curse. Mind you last night was the first time I fielded that 3m/2n Curse. I'm always dual-boxing through with a Rapier, Vaga, or Falcon. So my play style is different from the "solo" roamer.
MadraRuaa
The Scope
Gallente Federation
#38 - 2012-02-08 21:37:51 UTC  |  Edited by: MadraRuaa
[Curse, Curse]
Damage Control II
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Domination Warp Disruptor

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Diminishing Power System Drain I
Medium Diminishing Power System Drain I
Small Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Anti-EM Screen Reinforcer II


Hammerhead II x5
Valkyrie II x5
Warrior II x5
Hornet EC-300 x5


I know the point is not cheap and you can get nearly as far with another faction point for much less but this is a beast at distance. Point keeps you well under optimal for MUPFs and MDPSDs with a small Neut thrown in for anything fast that gets close. Obviously with better skills certain highs can be swapped for T2 varients but this is a cookie cutter Curse with a pricey point >.<

Resists across the board are 65.2% 63.8% 83% 91.5%

This can be changed by dropping an Invuln in favour of another of choice.

I know people wont like the no guns/missiles approach but the Curse was built to suck the life out of ships and that's what it excels at, this however means if its to be used as a Solo ship it needs to fit/flown very differently and this increases the need for a very competent pilot. Small gang ship must!!!!!

The problem with having an open mind, of course, is that people will insist on coming along and putting things in it.

Torothin
Crimson Dawn Enterprises
#39 - 2012-02-08 21:45:22 UTC
MadraRuaa wrote:
[Curse, Curse]
Damage Control II
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Domination Warp Disruptor

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Diminishing Power System Drain I
Medium Diminishing Power System Drain I
Small Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Anti-EM Screen Reinforcer II


Hammerhead II x5
Valkyrie II x5
Warrior II x5
Hornet EC-300 x5


I know the point is not cheap and you can get nearly as far with another faction point for much less but this is a beast at distance. Point keeps you well under optimal for MUPFs and MDPSDs with a small Neut thrown in for anything fast that gets close. Obviously with better skills certain highs can be swapped for T2 varients but this is a cookie cutter Curse with a pricey point >.<

Resists across the board are 65.2% 63.8% 83% 91.5%

This can be changed by dropping an Invuln in favour of another of choice.

I know people wont like the no guns/missiles approach but the Curse was built to suck the life out of ships and that's what it excels at.


Not bad. May run into some slight issues with cap when running 2 Invulns.
Merc Drifter
Science and Trade Institute
Caldari State
#40 - 2012-02-17 03:26:13 UTC
[Curse, Curse - Best]
Power Diagnostic System II
Power Diagnostic System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Republic Fleet Warp Disruptor
Invulnerability Field II
Experimental 10MN MicroWarpdrive

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Diminishing Power System Drain I
Heavy Missile Launcher II, Caldari Navy Mjolnir Heavy Missile
Heavy Missile Launcher II, Caldari Navy Mjolnir Heavy Missile

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II


Warrior II x5
Hammerhead II x5
Hornet EC-300 x5
Valkyrie II x5

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