These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
Previous page12
 

Hurricane vs Vagabond pvp

Author
Onictus
Federal Navy Academy
Gallente Federation
#21 - 2011-10-12 04:10:31 UTC
Scarlett Anstian wrote:
Dark Pangolin wrote:

The armor cane has all those mids sitting there doing nothing. Scram+ Disrupt gives you the option to turn off someones MWD, and more importantly to point 2 people. Get in close, scram your primary, and put the disrupt-or on the secondary. In low sec where bubbles do not live, pointing someone is the only way to kill them :)

The Nano-Cane fit should not be an issue with lvl 5 or even 4 skills. Do you have advanced weapon upgrades trained?

I have Weapon Upgrades V and training Advanced Weapon Upgrades to lvl 3 right now. Seeing as I am 5% over on powergrid with this build I will need to train it to at least IV I think.

I understand what you mean now with having 2 ways to point someone but I thought perhaps another web or a tracking enhancer would be better? You guys know what you are talking about though and I would be a fool to ask for advice on here and then ignore it so 2 points it will be then Blink

+1 to advice so far



You can get 425s on a 1600mm plated Cane with small neutes but you need either a PG5 hardwire and AWU IV or AWU V to get all on without a fitting mod. Its still...kind of...fast, much faster than a comparable Myrm for example. Or you can just go with 220s dual medium neuts and with a either web/scram/long point or simply dual webs and a short. I lean toward the shortpoint/dual webs personally.

I generally only use that fit in a gang with fast tackles, it makes a lovely heavy tackle or bait with the armor tank.

On a shield cane I use more or less the cookie cutter above (rare) or shield cane w/650mm Arties/long point/ECM drones. That give you the flexibility to hang around the end of point range and blast the primary......OR cook the MWD and chase down the faster ships that are trying to escape.
Salvia Olima
The Scope
Gallente Federation
#22 - 2011-10-12 06:26:43 UTC
If you have good armor tanking skills then you can consider the Stabber Fleet Issue for pvp too - it has much less sig radius than Hurricane and a nice nimble boat, and you have cruiser V for it. As there are quite a lot of Drakes around in the pvp-scene, I highly recommend fitting a T2 anti-kinetic rig.

On the other hand, gatecamping with a few "closesnipe" instalock Hurricane yielded me an awful lot of killmails (including pods), 30km off gate and phased plasma faction ammo is the way to go, and you don't have to worry about tanking. Just alpha everything or GTFO if something can't be killed in a blink.
Lyris Nairn
Perkone
Caldari State
#23 - 2011-10-12 06:41:31 UTC
Onictus wrote:
On a shield cane I use more or less the cookie cutter above (rare) or shield cane w/650mm Arties/long point/ECM drones. That give you the flexibility to hang around the end of point range and blast the primary......OR cook the MWD and chase down the faster ships that are trying to escape.

People often underestimate how fast a Hurricane, Typhoon or Machariel can move with an overheated MicroWarpdrive.

+1 would like again

Sky Captain of Your Heart

Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn

Scarlett Anstian
Neverstar
#24 - 2011-10-12 07:25:20 UTC  |  Edited by: Scarlett Anstian
@ Songbird - The people I fleet with tend to use Myrmidons, Megathrons, Hurricanes and Typhoons. We are just a high sec corp looking to defend ourselves during war decks. We have a couple of logistic pilots as well as ECM but we rarely fly together. Its a mishmash of stuff. My Corp leader told me to fly in a BC the other day so I am looking to improve my skill with those as I want to be useful to my Corp.

I like to fly with a sensor booster too when I am flying a Hurricane in pvp, with 220 Vulcan Autocannon II's (yes I know 425's are more manly lol). I love to pod kill tbh, its another kill on the killboard and it tends to demoralize our enemies. Had 2 war decks end early because they couldn't stand losing their implants when they fought us Pirate

@ Onictus - I am only training AWU up to level 3 for now as I want to get BC IV and V. As I want a decent fit for a BC ready as soon as possible I will most likely stick to an armour fit for the Hurricane Smile . The dual web, short point sounds good to me to be honest, its more my thing and there tends to be around 10 of us when we do go to low sec or defend ourselves in high sec. I don't think the 2nd point will be that useful for what I am doing although I can see the advantages of it when you are being used as bait.

@ Lyris Nairn - Got my Armour Compensation skills to IV across the board and I think I will leave them there until I want an elite tank later on down the line. Seems to do the job well Lol

@ Salvia Oima - I have good armour tanking skills but I just assumed the Stabber Fleet Issue was for shield tanked pilots, seeing as every fit for its T1 counterpart seems to be exclusively shield Shocked Good suggestion as though, if it is indeed used for armour pilots I might consider using one. Do you have a fit in mind?

As a Corp we have never gate camped but we are considering doing WH stuff so it could be great practice for us. How do you get an insta lock close snipe Hurricane? Lots of sensor boosters and autocannons yeah?

Great feedback guys and +1 to everyone that contributes with useful information Lol
Salvia Olima
The Scope
Gallente Federation
#25 - 2011-10-12 07:53:41 UTC
Scarlett Anstian wrote:
Do you have a fit in mind?


Here is one that can be used as an agile heavy tackler in AHAC gangs or solo:

[Stabber Fleet Issue, DUEL]
Gyrostabilizer II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II

10MN Afterburner II
10MN MicroWarpdrive II
Faint Epsilon Warp Scrambler I
Medium Capacitor Booster II, Navy Cap Booster 800

Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I

(+ECM-drones)

Use Synth Exile combat booster if you wish, it is cheap, and manage overheat wisely.
Very enjoyable to fly, also trains you multitasking in the heat of pvp.
Lyris Nairn
Perkone
Caldari State
#26 - 2011-10-12 08:01:55 UTC  |  Edited by: Lyris Nairn
Scarlett Anstian wrote:

@ Lyris Nairn - Got my Armour Compensation skills to IV across the board and I think I will leave them there until I want an elite tank later on down the line. Seems to do the job well Lol

Great feedback guys and +1 to everyone that contributes with useful information Lol

I always return the favor when someone gives me the "like".

P.S.: You are a very articulate and polite questioner. This is why you receive so many useful replies.

Sky Captain of Your Heart

Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn

Ventro69
61 Mech.
#27 - 2011-10-12 08:21:11 UTC
Fly the Vaga, just learn to pulse your MWD. Too many people think PVP is orbit/shoot. Learn how to do proper dogfights in Riftters and then move to the Vaga. You'll know you're ready when you kill Taranis's in a Rifter.

Canes are for fleets.

Ventro69: There he goes. One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die.

Onictus
Federal Navy Academy
Gallente Federation
#28 - 2011-10-12 08:52:47 UTC
Salvia Olima wrote:
Scarlett Anstian wrote:
Do you have a fit in mind?


Here is one that can be used as an agile heavy tackler in AHAC gangs or solo:

[Stabber Fleet Issue, DUEL]
Gyrostabilizer II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II

10MN Afterburner II
10MN MicroWarpdrive II
Faint Epsilon Warp Scrambler I
Medium Capacitor Booster II, Navy Cap Booster 800

Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M
Dual 180mm AutoCannon II, Republic Fleet Phased Plasma M

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I

(+ECM-drones)

Use Synth Exile combat booster if you wish, it is cheap, and manage overheat wisely.
Very enjoyable to fly, also trains you multitasking in the heat of pvp.



I've been flirting with that fit.....I haven't gotten around to building it yet.

I do rather enjoy the the 1600mm plated version with 220s with either trimarks (tank and tackle) or turret rigs puttering around solo.

Without the Trimarks it goes over 3km overloaded Twisted
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#29 - 2011-10-12 08:57:29 UTC
[Hurricane, Fleet]
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Beta Reactor Control: Reaction Control I
Gyrostabilizer II
Damage Control II

Large Shield Extender II
Invulnerability Field II
10MN MicroWarpdrive II
Invulnerability Field II

720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
Small Energy Neutralizer II
Small Energy Neutralizer II

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


Warrior II x5
Warrior II x1

This is my old fleet set up we used to good effect, pretty standard from what i know. Drop the neuts to help fitting as they’re not strictly needed.
Its as simple as assigning your drones to tackle and then pulsing your MWD to keep at your optimal.
I realize it might not be optimized for small gang work but there’s allot of freedom in the fit such as adding nano's, sebo's, points ect. Hope it helps.
(Also 720s look and sound awesome)


No Worries

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#30 - 2011-10-12 11:10:20 UTC
Vagabond is over 100m for the hull, isn't it? So by that thinking, shouldn't vagabond vs battleship also be a question? I think I'd have more fun in a phoon or tempest : /

thhief ghabmoef

Sindjin Hawke
Distant Light Syndicate
#31 - 2011-10-12 12:19:33 UTC
Lyris Nairn wrote:
Scarlett Anstian wrote:
[quote=e eek'd]skills should take me 30 days but if that's all I need to be an adequate shield tank then that's not bad at all Lol

No, no, no—

You do not need to train the shield compensation skills: EM Shield Compensation, Explosive Shield Compensation, Kinetic Shield Compensation, Thermic Shield Compensation. These skills are not useful for almost any fit. These skills only contribute to the effectiveness of passive Shield Resistance Amplifies, such as the Heat Dissipation Amplifier I. These modules are almost never used; instead, most fits for both PVE and PVP use active Shield Hardeners, such as Invulnerability Field I.

The skill that was being suggested to you was the skill Shield Compensation, which reduces the capacitor used per cycle of Shield Booster modules.



Yes, yes, yes...

Train those.
Invuls are ACTIVE HARDENERS and therefore use those compensation skills (3% per level).

Songbird
#32 - 2011-10-12 12:33:15 UTC  |  Edited by: Songbird
3% per level only when they're not activated. When the invulns are clicked on the skills do nothing.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#33 - 2011-10-12 13:00:50 UTC
Songbird wrote:
3% per level only when they're not activated. When the invulns are clicked on the skills do nothing.

this

No Worries

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#34 - 2011-10-12 13:01:00 UTC
Double post What?

No Worries

steave435
Perkone
Caldari State
#35 - 2011-10-12 14:57:07 UTC
Songbird wrote:
3% per level only when they're not activated. When the invulns are clicked on the skills do nothing.

Indeed, but get them to a basic level anyway, 3 or so is fine. It takes almost no time at all to train, and it means that if you get heavily neuted and your invul turns off, you still get 10% resists from it, which is not a lot, but still useful.
Previous page12