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Best Way To Kill

Author
Luke Santiago
IonFire Black Ops
#1 - 2016-06-04 00:19:43 UTC
What would be the best way to kill a PVP Nightmare?

Up against it was two Ravens and a Drake.

Fitted with Mega Pulse lasers.. All I know..

Sorry I couldn't provide more info.
Michael Amazian
Royal Amarr Institute
Amarr Empire
#2 - 2016-06-04 00:23:53 UTC
Personally,

Being rather inexperienced by the standards of normal PVPers.

I've flown a Nightmare before and I find it rather cap demanding.

Try Neuting it.

I have no idea honestly.
Lugh Crow-Slave
#3 - 2016-06-04 01:06:10 UTC
fit EM/Therm tank and bring nuets
Ralph King-Griffin
New Eden Tech Support
#4 - 2016-06-04 01:31:49 UTC
Lugh Crow-Slave wrote:
fit EM/Therm tank and bring nuets

and webs
Soel Reit
The Scope
Gallente Federation
#5 - 2016-06-04 02:11:36 UTC
a couple of carrier Cool
Zhilia Mann
Tide Way Out Productions
#6 - 2016-06-04 03:18:41 UTC
Lugh Crow-Slave wrote:
fit EM/Therm tank and bring nuets


That's almost exactly what I came to say.

Or you can play dirty and bring almost full racks of radar jammers.
Lugh Crow-Slave
#7 - 2016-06-04 03:18:44 UTC
Soel Reit wrote:
a couple of carrier Cool


not if he has any logi lol... actually the local tank on a nightmare is enough to shrug off two carriers
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#8 - 2016-06-04 05:30:08 UTC
Lugh Crow-Slave wrote:
Soel Reit wrote:
a couple of carrier Cool


not if he has any logi lol... actually the local tank on a nightmare is enough to shrug off two carriers


Just watched a stream the other day where 2 carriers instablapped a shield nightmare
Valkin Mordirc
#9 - 2016-06-04 05:46:53 UTC
Ralph King-Griffin wrote:
Lugh Crow-Slave wrote:
fit EM/Therm tank and bring nuets

and webs



It would be an annoying fight for you even out numbering it.


Nightmares have fairly decent range control, more so since all you have are two ravens and a drake.

He's probably will be dual propped or triple propped so you need a scram to keep him from MJDing away. Webs to keep him from using an AB to burn away. Neuts should be to much of an issue since two ravens alone should break what ever tank he has. Just be sure to have Cap Boosters to keep tackle active on him as he will have neuts,


My only idea would be to MJD onto him, hopefully close enough to scram and web him. If both Ravens can land on him it would work. However MJDing offensively on to a target with little practice is difficult and he could counter MJD away from you so be wary of that. If he tries to counter MJD offensively onto you, you can at least keep him defensive by keeping together and force him into a defensive jump so you can warp away from him and reset the fight.


PvP Nightmares for the most part use Damage mitigation and range control, through use of neuts, and it's AB speed bonus, to win fights, it'll have faction points and webs so it's tackle might out range you. They hop around grid with an MJD and will warp if something gets to close.


Besides it's only two ravens and drake, if you kill him he loses more then you do combined, He's probably using a big miker fit and it'll be blinged.


That's my thought processe anyways. I could be totally wrong so take it with a grain of salt.
#DeleteTheWeak
Soel Reit
The Scope
Gallente Federation
#10 - 2016-06-04 05:47:53 UTC
Lugh Crow-Slave wrote:
Soel Reit wrote:
a couple of carrier Cool


not if he has any logi lol... actually the local tank on a nightmare is enough to shrug off two carriers



i instant pop the logi and then go for the nightmare Cool izi life
Lugh Crow-Slave
#11 - 2016-06-04 07:10:09 UTC
O.o what logi you insta popping with just two carriers
Lucy Callagan
Goryn Clade
#12 - 2016-06-04 09:54:11 UTC
[Crucifier, anti nm]

Damage Control II
Nanofiber Internal Structure II
Capacitor Flux Coil II

Balmer Series Compact Tracking Disruptor I, Optimal Range Disruption Script
Balmer Series Compact Tracking Disruptor I, Optimal Range Disruption Script
Balmer Series Compact Tracking Disruptor I, Tracking Speed Disruption Script
5MN Y-T8 Compact Microwarpdrive

Drone Link Augmentor I
200mm AutoCannon II

Small Tracking Diagnostic Subroutines I
Small Tracking Diagnostic Subroutines I
[Empty Rig slot]


Warrior II x3
Lucy Callagan
Goryn Clade
#13 - 2016-06-04 09:55:31 UTC
Lucy Callagan wrote:
[Crucifier, anti nm]

Damage Control II
Nanofiber Internal Structure II
Capacitor Flux Coil II

Balmer Series Compact Tracking Disruptor I, Optimal Range Disruption Script
Balmer Series Compact Tracking Disruptor I, Optimal Range Disruption Script
Balmer Series Compact Tracking Disruptor I, Tracking Speed Disruption Script
5MN Y-T8 Compact Microwarpdrive

Drone Link Augmentor I
200mm AutoCannon II

Small Tracking Diagnostic Subroutines I
Small Tracking Diagnostic Subroutines I
[Empty Rig slot]


Warrior II x3


and then svipuls
Mephiztopheleze
Laphroaig Inc.
#14 - 2016-06-07 07:01:49 UTC
Ralph King-Griffin wrote:
Lugh Crow-Slave wrote:
fit EM/Therm tank and bring nuets

and webs

and a covert cyno to bring in the cavalry once you get a hold of the damn thing.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Moac Tor
Cyber Core
Immediate Destruction
#15 - 2016-06-07 12:20:50 UTC  |  Edited by: Moac Tor
I've fought many solo Nightmares, and they are very tough to kill in the hands of a skilled pilot. This is due to the ab bonus combined with very high DPS. The trick is catching them as once pinned the nano fit which is the most common will not be able to go toe to toe with most battleships. For this you need something to dual or triple web it.

With your raven setup you don't stand much of a chance to be honest. Best bet would be to shoot it with cruise or rhml until it has to warp out.

I wouldn't fight it without a ship that can web it down whilst surviving its dps and heavy neut pressure. Tracking disruptors will hurt its DPS a lot.
Roenok Baalnorn
Baalnorn Heavy Industries
#16 - 2016-06-07 14:16:03 UTC  |  Edited by: Roenok Baalnorn
Use a curse to disable the nightmare. Highs:3 neut, 2 nos. AB and 2 tracking disrupts ( with tracking speed scripts) in mids. Every other slot is for a shield buffer tank to Em/therm. Orbit at 2500 or 5000 m with AB. Fire nuet, nos, neut, nos, nuet. You want your second neut to land 1/3 of the way through the first neuts cycle and the third neut to land 2/3 of the way through first one cycle.

Then a tackle( such as a huginn) with at least 1 webber two if you can fit it. Cruiser size or smaller, Then a DPS ship, cruiser size or smaller. HACS, T3s( any size), etc.

The neuts will make it a nightmare for him to run weapons and tank even with a cap booster/battery. Tracking disrupts, small ships, and abs at close orbit will make it extremely difficult for him to land a hit. It doesnt matter how much dps your ship does if you cant hit anything.

It is unlikely he is fitted for both tracking speed and to counter neuts so a curse should incapacitate him enough for you to hold and kill him. Also this is only one option. Their are many combinations of ships you can use. I however recommend you highly utilize EWAR of some type to make him less deadly. Also small t2 and t3 ships are going to be more effective than the t1 BC and BS. Its better to risk more and win, than to go cheap and likely lose.
Moac Tor
Cyber Core
Immediate Destruction
#17 - 2016-06-07 18:20:15 UTC
Roenok Baalnorn wrote:
Use a curse to disable the nightmare.

The Nightmare will nuke a Curse's capacitor in one or two cycles. The only way your going to manage is if you go for a capacitor boosting Curse which means your lacking PG and mid slots for tank webs and TPs, so the nightmare will simply pull range, lower its radial velocity, and then blap you with perfectly hitting mega pulse lasers.

The Nightmare will have a heavy cap booster also so it can run most of its modules unless you put it under extreme cap pressure (ie a bhalgorn/domi/armageddon with full rack of heavy neuts).

And remember the Nightmare will likely have dual webs and at least a single web, so it simply pulls range unless you web it down properly. Thinking that you are going to be able to pin one down with a single web huginn is nonsense against a competent pilot.
Roenok Baalnorn
Baalnorn Heavy Industries
#18 - 2016-06-07 20:49:08 UTC
Moac Tor wrote:
Roenok Baalnorn wrote:
Use a curse to disable the nightmare.

The Nightmare will nuke a Curse's capacitor in one or two cycles. The only way your going to manage is if you go for a capacitor boosting Curse which means your lacking PG and mid slots for tank webs and TPs, so the nightmare will simply pull range, lower its radial velocity, and then blap you with perfectly hitting mega pulse lasers.

The Nightmare will have a heavy cap booster also so it can run most of its modules unless you put it under extreme cap pressure (ie a bhalgorn/domi/armageddon with full rack of heavy neuts).

And remember the Nightmare will likely have dual webs and at least a single web, so it simply pulls range unless you web it down properly. Thinking that you are going to be able to pin one down with a single web huginn is nonsense against a competent pilot.


That is what NOS is for. Two nos on a curse will run the entire ship easily. And when your using a curse you want to barely have any cap, it makes your neut/nos more effective. You could use 3 NOS and 2 neuts and counter the effects of a heavy and medium neut. you just dont run your neuts while he runs his. Let him drain his own cap and you just suck his cap to replace yours to run AB and TDs.

Nanomares are very touchy with cap. Even with a cap booster and navys they run out of cap quickly if they try to run everything. The best they can do is run weapons and tackle/prop and burst repper and thats with a cap booster and they cant even do that long. they try to get in a cap battle with a (properly flown) curse and they will lose.
Moac Tor
Cyber Core
Immediate Destruction
#19 - 2016-06-07 22:10:13 UTC
Roenok Baalnorn wrote:
Moac Tor wrote:
Roenok Baalnorn wrote:
Use a curse to disable the nightmare.

The Nightmare will nuke a Curse's capacitor in one or two cycles. The only way your going to manage is if you go for a capacitor boosting Curse which means your lacking PG and mid slots for tank webs and TPs, so the nightmare will simply pull range, lower its radial velocity, and then blap you with perfectly hitting mega pulse lasers.

The Nightmare will have a heavy cap booster also so it can run most of its modules unless you put it under extreme cap pressure (ie a bhalgorn/domi/armageddon with full rack of heavy neuts).

And remember the Nightmare will likely have dual webs and at least a single web, so it simply pulls range unless you web it down properly. Thinking that you are going to be able to pin one down with a single web huginn is nonsense against a competent pilot.


That is what NOS is for. Two nos on a curse will run the entire ship easily. And when your using a curse you want to barely have any cap, it makes your neut/nos more effective. You could use 3 NOS and 2 neuts and counter the effects of a heavy and medium neut. you just dont run your neuts while he runs his. Let him drain his own cap and you just suck his cap to replace yours to run AB and TDs.

Nanomares are very touchy with cap. Even with a cap booster and navys they run out of cap quickly if they try to run everything. The best they can do is run weapons and tackle/prop and burst repper and thats with a cap booster and they cant even do that long. they try to get in a cap battle with a (properly flown) curse and they will lose.

The main point of using a Curse is for the neuting power which will be rendered useless once the nightmare nukes your cap. You are correct that the NOS on a Curse will run all of the modules EXCEPT for the neuts which will run at a greatly diminished effectiveness at best if you can manage to pull of a cycle or two.

TDs are great against a nightmare IF you can get either range OR high angular velocity, neither of which are possible if the nightmare has you webbed and at close range.

So your still going to face the problem of Nightmare pulling range on you and blapping you. Bear in mind a nano Nightmare is about twice as fast as an AB Curse which means you will need at least one more web applied than the nightmare can apply to you in order to maintain your orbit and derive the benefit of the TDs. This is why you need at least 2 webs or preferably 3.

Without the required amount of webs you may as well dock up as the Nightmare will simply have fun with you all day long picking your ships off one by one.
Roenok Baalnorn
Baalnorn Heavy Industries
#20 - 2016-06-07 23:36:08 UTC
Moac Tor wrote:
Roenok Baalnorn wrote:
Moac Tor wrote:
Roenok Baalnorn wrote:
Use a curse to disable the nightmare.

The Nightmare will nuke a Curse's capacitor in one or two cycles. The only way your going to manage is if you go for a capacitor boosting Curse which means your lacking PG and mid slots for tank webs and TPs, so the nightmare will simply pull range, lower its radial velocity, and then blap you with perfectly hitting mega pulse lasers.

The Nightmare will have a heavy cap booster also so it can run most of its modules unless you put it under extreme cap pressure (ie a bhalgorn/domi/armageddon with full rack of heavy neuts).

And remember the Nightmare will likely have dual webs and at least a single web, so it simply pulls range unless you web it down properly. Thinking that you are going to be able to pin one down with a single web huginn is nonsense against a competent pilot.


That is what NOS is for. Two nos on a curse will run the entire ship easily. And when your using a curse you want to barely have any cap, it makes your neut/nos more effective. You could use 3 NOS and 2 neuts and counter the effects of a heavy and medium neut. you just dont run your neuts while he runs his. Let him drain his own cap and you just suck his cap to replace yours to run AB and TDs.

Nanomares are very touchy with cap. Even with a cap booster and navys they run out of cap quickly if they try to run everything. The best they can do is run weapons and tackle/prop and burst repper and thats with a cap booster and they cant even do that long. they try to get in a cap battle with a (properly flown) curse and they will lose.

The main point of using a Curse is for the neuting power which will be rendered useless once the nightmare nukes your cap. You are correct that the NOS on a Curse will run all of the modules EXCEPT for the neuts which will run at a greatly diminished effectiveness at best if you can manage to pull of a cycle or two.

TDs are great against a nightmare IF you can get either range OR high angular velocity, neither of which are possible if the nightmare has you webbed and at close range.

So your still going to face the problem of Nightmare pulling range on you and blapping you. Bear in mind a nano Nightmare is about twice as fast as an AB Curse which means you will need at least one more web applied than the nightmare can apply to you in order to maintain your orbit and derive the benefit of the TDs. This is why you need at least 2 webs or preferably 3.

Without the required amount of webs you may as well dock up as the Nightmare will simply have fun with you all day long picking your ships off one by one.


Which is why you would use a tackle as well .
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