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5 Sub-Cap ships everyone should have.

Author
GreenSeed
#41 - 2014-05-15 02:30:02 UTC
1x logi, either scimi or oneiros. preferably one of each, and fitted for solo work. with logi trained to atleast IV.
1x arazu faction longpoint or curse.
1x HIC, your choice of race.
1x Armageddon neutfit with the lows full of tank.
1x combat probing ship.
Christine Peeveepeeski
Low Sec Concepts
#42 - 2014-05-15 05:36:26 UTC
Hmm the ships I would definately take with me if I didn't have a specific task to complete are as follows.

Carrier (Because without one in low sec you are heavily limited on what you are taking where).

In that I'd stick;

Covert ops hauler, mine is a viator (the unspoken hero of my personal fleet)
Marauder pvp fit that will also do your heavy pve stuff as a side effect (personal preferance is vargur because space sails)
Kiting cruiser/Hac of any flavour, just be fast and agile with weapons that hit out past 30km.
Assault frigate of choice for light pve content and pvp. (mines a harpy as it can go brawl or kite equally well but enyo/hawk/jag/vengeance are all good choices)

Technically I also have a 6th ship here which is a cyno on an alt.
Alaric Faelen
Republic Military School
Minmatar Republic
#43 - 2014-05-15 10:00:27 UTC
1) Dictor.
Honestly the only ship one ever need fly to make yourself useful to any null sec alliance. You need only really train the Dictor skill itself minimally, as the skill doesn't affect the ship's primary function- the bubble (where HIC skill influences the size of the bubble). Regardless of what my alliance/coalition undocks (except maybe Blops fleets) I know I have a place in that fleet by flying a Dictor. They are also dirt cheap and quite often, free from the corp/alliance.
Dictors are also a riot to fly. Fast, delicate, and manual piloting them is where doing more than hitting the Orbit really pays off. It offers the chance to play a specific and critical role in a fleet, and is much more interesting than being a 'ship of the line' being fleet warped about and spamming F1 as your contribution. Dictors often act as scouts, operating ahead or behind the main body, requiring the pilot to be able to act independent of FC commands.

2) Ceptors.
With the bubble immunity, they are just entirely too useful now to not be the SUV of ships. From moving small high value items, to chasing down pretty much anything on grid (or escaping it), these ships are indispensable for far more than PvP. They also allow for people to reship and rejoin fights much easier, since you will most likely survive the solo trip back from your clone station in a Ceptor. Especially nice for Dictor/EWAR pilots that tend to get blapped off the field quickly. Sucks to spend so long getting somewhere only to be out of the fight in 20 seconds, at least with a Ceptor you can wake up 15 jumps away and still make it back to fight some more.
Ceptors are cheap to fly and replace, reward manual piloting, and offer a specific role that often must act independent of the main fleet.

3) T1 Logi.
Buffs to logi have made it critical to any decent fleet. Like the Dictor, T1 logi ships are excellent 'bang for the buck' to train for since you will rarely be turned away from a fleet. As the logi skills themselves are only 2x, they are very fast to get to V. Since most pilots will be taking at least one racial cruiser to V fairly early on anyway, moving to T2 logi is pretty much one skillbook away.
Advanced logi is in high demand for some types of PvE such as Incursions, providing a logi 'job' other than just PvP. Compared to say, dedicated EWAR, which is much less common in PvE.

4) Money-Maker.
Whatever ship you bring home the bacon in. I keep mine comically cheap and spend my isk on PvP ships. Other people pimp their PvE rides. But everyone needs one.

5) Trophy Boat.
It's only a game, and if you want a Scorpion for no other reason than it actually resembles a giant space scorpion...then it should be in your hangar. Any ship you just have fun with. I've never had a fight in an AF that I didn't love, although I almost always end up webbed, scrammed, and on fire.
Jason Station
Critical Mass Inc
#44 - 2014-05-16 19:22:49 UTC
All you need is a single Typhoon.

Once it gets blown up you'll have a Hurricane and a Mammoth from its ashes.

When the Hurricane dies you'll have a Scythe, Rupture, and a Stabber

When the Mammoth dies you get a Wreathe and a Probe.

When all the above die you get various other frigates.

You then lump them all together again like mashed potatoes and you get your Typhoon back.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#45 - 2014-05-16 23:21:01 UTC
Orca
Machariel
who cares
who cares
who cares

internet spaceships

are serious business sir.

and don't forget it

Adriana Nolen
Sama Guild
#46 - 2014-05-17 02:39:31 UTC
A sentry boat, RS/domi/Ishtar
Logi- guardian or basilic
Tech 3, tengu, proteus or Loki {whichever fits u}
Blockade runner
Can't think of anything else that the above don't already do. Maybe a black ops or mining barge. Cool
Syrias Bizniz
some random local shitlords
#47 - 2014-05-18 19:59:03 UTC
1) The Legion
2) The Loki
3) The Proteus
4) The Tengu
5) The Leopard

You're now suited for pretty much any content you wish to play AND can travel fast with that leopard.
Sentenced 1989
#48 - 2014-05-19 01:24:44 UTC
Blitz Apollo wrote:
Evening folks,

Was thinking about my ships earlier, ones I have, ones I don't and ones that I should really get rid of!

Anyway, what do you folks think are the 5 sub-cap ships everyone should have whether its due to looks, roles, abilities and so on.

BA!


I would say a Vargur and prolly about 4 Machariels :D
Ireland VonVicious
Vicious Trading Company
#49 - 2014-05-19 03:07:29 UTC
Orca. Always Orca. Attention

Good for Mining.

Hauling for traders.

Moving and hauling for mission runners.

Everything else is far less important.



Noctis.

It's a money maker.

Mission runners move less often.
Slow your missioning down so you don't deny too many in too short of time.

Builders get materials.
Good to start industrial career as you get more to work with per hour than miners if you clean for others.



Miner of choice. (( Mackinaw is my top pick ))

Mission runner of choice. (( Rattle snake is my top pick ))

T2 hauler of choice. (( Impel is my top pick ))


That combo ensures that a player is ready to make money and help in any group.

Basic Logi and EW ships deserve honorible mentions.
Speedkermit Damo
Republic University
Minmatar Republic
#50 - 2014-05-19 11:49:33 UTC
Blitz Apollo wrote:
Evening folks,

Was thinking about my ships earlier, ones I have, ones I don't and ones that I should really get rid of!

Anyway, what do you folks think are the 5 sub-cap ships everyone should have whether its due to looks, roles, abilities and so on.

BA!


Five Tengu's.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Uthaes
AFK
#51 - 2014-05-19 19:15:36 UTC
The only ship u need is a Kronos cap stable dual repper with bastion
Alcorak
Science and Trade Institute
Caldari State
#52 - 2014-05-19 20:20:00 UTC  |  Edited by: Alcorak
1. Drake - If you don't have one, you can't bring one.
2. Crow - or some interceptor to jump around without caring what you run into.
3. Prophecy - because nobody will know what your fit is.
4. Ishtar - because they're just beastly.
5. Catalyst - because if you put a barge on your list, you'll soon be seeing one of these.
Money Makin Mitch
Paid in Full
#53 - 2014-05-20 00:31:07 UTC
1.) sentinel
2.) proteus
3.) deimos
4.) any kind of interceptor
5.) hawk
Drunken Angel
Sebiestor Tribe
Minmatar Republic
#54 - 2014-05-20 06:20:33 UTC  |  Edited by: Drunken Angel
Catalyst to gank miners in. 5
Thrasher to alpha miners in.1.0
Brutix to gank bs and freighters with a.medium number of people in. 5
Talos to gank freighters with a low number of players
Nado to gank freighters bs in 1.0

No other ship is worth flying.
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