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I Choose YOU _______

Author
To mare
Advanced Technology
#21 - 2012-02-14 08:54:32 UTC
Tanya Powers wrote:

Lachesis/Arazu - Rapier/huggin-Falcon-Pilgrimm/Curse -Reccon ships

They don't have that much firepower, well except minmatar ones that can easily kill almost everything from frigs to BS, but they offer unique abilities such as Lachesis/Arazu with dedicated dkills/booster/faction point disrupt at over 100km or scramble at 40km plus reduce targeting range of any ship for over 75%, the last one being less used because quite pointless in fleets but fun to use solo/duo



yeah everyone fears the rapier/huginn awesome dps
Ahrieman
Codex Praedonum
Divine Damnation
#22 - 2012-02-14 12:18:43 UTC
Both logi and recon are great mid term goals.

Since you are new, I would suggest something for tackling. yesterday I flew my vigil for a few hours and got 4 tackles (3 were hero tackles).

Low SP requirements for a fast, long point tackler make it a nice starting point while you train up for those T2 cruisers.

Solo Rifter since 2009

Smiling Menace
The Scope
Gallente Federation
#23 - 2012-02-14 12:51:13 UTC
A few things my brothers in arms have not really mentioned are the Logistics and Recon really shine when you get the skill to level 5. As you can imagine, that is a lot of training and will still be a long way off for a new(ish) player.

Heavy Interdictors (HIC) will fall into the same category but Interdictors (DIC) don't require a great deal of training and will be more realistic goal until you have the skills to fly the logi/recon/hic's.

HIC's and DIC's are only effective in null as you cannot use the bubbles in low or hi sec so unless you intend running off to null as soon as possible, you may wish to consider if you really need these skills now.

Best thing you can do is be fast tackle as others have already stated. You will always be welcome, you will get experience of fleets without costing you an arm and a leg. They are also great fun. Would start off in T1 frigates and work up from there. Rifter is probably the best choice of tackling ship but any fast frigate would do really.
Halete
Sebiestor Tribe
Minmatar Republic
#24 - 2012-02-14 14:19:22 UTC
I find that whilst many of the ideas thrown around in this thread hold truth in an ideal world, for your average quality of FC (at least from my observations in *previous* Corps), you want a Drake.

Hell, the more Drakes the better.

Bringing 30 Drakes and nothing else to a 30:1 is the most effective gang, right?

Oh and don't even dare suggest you bring Scout/Dictor/Logi. After-all, those are precious Drake slots and the typical quality of FC doesn't want the head-ache of running with someone who isn't in a Drake.

"To know the true path, but yet, to never follow it. That is possibly the gravest sin" - The Scriptures, Book of Missions 13:21

Tanya Powers
Doomheim
#25 - 2012-02-14 15:29:04 UTC
To mare wrote:
Tanya Powers wrote:

Lachesis/Arazu - Rapier/huggin-Falcon-Pilgrimm/Curse -Reccon ships

They don't have that much firepower, well except minmatar ones that can easily kill almost everything from frigs to BS, but they offer unique abilities such as Lachesis/Arazu with dedicated dkills/booster/faction point disrupt at over 100km or scramble at 40km plus reduce targeting range of any ship for over 75%, the last one being less used because quite pointless in fleets but fun to use solo/duo



yeah everyone fears the rapier/huginn awesome dps



Try an arazu or Lachesis you'll find out minmatar counterparts have great dps Lol
Anyway they're much better fitted with a cyno then guns, it's not their job.
Mechael
Tribal Liberation Distribution and Retail
#26 - 2012-02-19 01:10:32 UTC
Combat probe capable scouts. Good intel and warp in points can make or break a fleet. In my opinion, second most important role in a fleet (next to command.)

Sure, sure, everyone is always going to need logistics ships and interdictors, too. Scouts are still more important, imo.

Whether or not you win the game matters not.  It's if you bought it.

Ahrieman
Codex Praedonum
Divine Damnation
#27 - 2012-02-19 01:59:24 UTC
Smiling Menace wrote:
Rifter is probably the best choice of tackling ship but any fast frigate would do really.


I strongly disagree. A new pilot in a Rifter will often diaf before his fleet can even warp to him. That's not tackling, just feeding your opponent's KB.

If you want to fill the role of a tackler, you need a long point. Vigil w/ MWD + Warp Disruptor II is one of the best T1 tackle frigs you can bring to gang. Think of it as the poor man's Stiletto.

Also, train up thermodynamics to IV soon. It won't take long and will come in handy when someone tries to get away and you can overload your point and keep them from leaving.

Solo Rifter since 2009

Tanya Powers
Doomheim
#28 - 2012-02-19 03:07:53 UTC
Ahrieman wrote:
Smiling Menace wrote:
Rifter is probably the best choice of tackling ship but any fast frigate would do really.


I strongly disagree. A new pilot in a Rifter will often diaf before his fleet can even warp to him. That's not tackling, just feeding your opponent's KB.

If you want to fill the role of a tackler, you need a long point. Vigil w/ MWD + Warp Disruptor II is one of the best T1 tackle frigs you can bring to gang. Think of it as the poor man's Stiletto.

Also, train up thermodynamics to IV soon. It won't take long and will come in handy when someone tries to get away and you can overload your point and keep them from leaving.



Noobs go like "pouf" faster than you can spell it, everyone knows that.

Now let parrots start with incredible stories about fantastic noob actions blahblahblah, they will just forget to mention is their own alt or some other older player alt there to scam isk, pick loot, test FC/fleet before engaging a dime, eventually info for the other fleet/gang.

Tarsus Zateki
Viziam
Amarr Empire
#29 - 2012-02-19 03:26:07 UTC
While Logistics are always in high demand, consider the Blackbird and its bigger meaner cousin the Scorpion. ECM is a huge equalizer that will let your fleets punch above their weight. Jamming an enemy ship is as effective as having blown it up with the added bonus of making a someone, somewhere in the world feel utterly helpless and impotent.

You asked me once, what was in Room 101. I told you that you knew the answer already. Everyone knows it. The thing that is in Room 101 is the worst thing in the world.

M1k3y Koontz
House of Musashi
Stay Feral
#30 - 2012-02-20 18:34:04 UTC  |  Edited by: M1k3y Koontz
Everyone loves the logi, nobody wants to be them.

If you dont NEED to play macho man with big DPS, the Arazu/Laschesis, Rapier/Huginn, light and heavy dictors (just remember that light dictors are pretty much garunteed to die once uncloaks in large fleets) and every good fleet has a scout (thought it wont get on as many killmails)

Edit:

If you want to be hated by your enemies and loved by your fleet you could also fly a falcon, just remember that if your spotted on d-scan you will probably see your targets vanish.

How much herp could a herp derp derp if a herp derp could herp derp.

Dibblerette
Solitude-Industries
#31 - 2012-02-21 02:31:46 UTC
I have to endorse the tackle proposition. Work towards interceptors while flying T1 variants. Most of the tackle ceptors (Raptor, Malediction, Stiletto and Ares) are pretty cheap for T2 hulls (around 10m usually) but very good at what they do. I'll never forget my first big fleet fight.

There must have been about 150 battleships on either side, and since I had forgotten to turn off turret effects, laser beams were EVERYWHERE. Screaming across the battlefield at almost 4km/s, landing tackle, shooting drones, dogfighting the enemy tacklers, warping away terrified when the enemy drone commander focused me and filled my screen with redboxing drones, and the ultimate perk, playing god if your side is winning. You see, once the enemy starts to retreat, most of your dictors will be space-toast, and hictors are usually out of position if not similarly crispy. You can pick ANY enemy on the field, and point him. He will die, plain and simple. The shinier/quicker the target, the more praise you get, and the faster the fleet will focus it down. Plus, you're almost always close enough to scoop the loot Cool

TL;DR:
I WAS THERE Roll
Vladimir Smugdog
#32 - 2012-02-21 04:34:37 UTC
The correct answer is don't run to t2 ships, any of them.

Pick minmatar*, train to fly the following ships appropriately t2 fit: Rifter, Rupture, Hurricane, Maelstrom
Once you are done with that, fill out your support skills for a while. You could spent years doing that, but a few months will do.
After you are comfortable with your skills to fly the above t1 ships, take a closer look at what t2s still interest you.

Newbs who rush into some t2 thinking they're the green light to fleet invites are simply setting themselves up for trouble. Firstly, all the roles are harsh compared to main-line fleet grunts. You learn fleet combat on the job so your first role being an important one is not a good idea. Rifter/vigil practice does not ready you for flying a stiletto in a fleet. Secondly, a newbie specialized in frigates is a liability unless he's actively selling PLEX to keep his wallet healthy. Training into at least a cruiser early on is the best way to be self-sufficient and that's a must for living outside empire where your corpmates won't be holding your hand.

*You can do this with any race, but minmatar are the easiest to work with. Easy to fit, can armor or shield tank, many ships are fleet material, have exellent gang ships too. Caldari and Amarr are far harder to squeeze into an armor and shield setting (respectively) while gallente have that flexibility, they completely lack t1 ships that fit into a fleet and are essentially forced into t2 ships for that role.
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