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PvP Curse

Author
Torothin
Crimson Dawn Enterprises
#1 - 2012-02-07 14:46:25 UTC
Discuss!



[Curse, Curse]
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Capacitor Power Relay II
Capacitor Power Relay II

Experimental 10MN MicroWarpdrive
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Tracking Disruptor II
Large Shield Extender II

Medium Unstable Power Fluctuator I
Medium Energy Neutralizer II
Medium Nosferatu II
Small Energy Neutralizer II
Small Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Hammerhead II x5
carry an assortment of drones mainly Hammer Head II's.

EHP: 30,017

DPS: 238

Mobility: 1,703 m/s.
Ultim8Evil
Exit-Strategy
Unchained Alliance
#2 - 2012-02-07 14:49:09 UTC
What has been seen cannot be unseen

Follow me on Twitter for literally no good reason @TheUltim8Evil

Kneebone
K-H Light Industries
#3 - 2012-02-07 15:13:39 UTC
not a good idea... No booster, single NOS will not keep you cap happy.
Torothin
Crimson Dawn Enterprises
#4 - 2012-02-07 15:18:04 UTC
It's fine if you have the cap skills.
Pinky Denmark
The Cursed Navy
#5 - 2012-02-07 15:22:47 UTC
Good luck... Hope you bring backup
Danny John-Peter
Blue Canary
Watch This
#6 - 2012-02-07 16:23:57 UTC
Torothin wrote:
It's fine if you have the cap skills.


Lol, needs a cap booster IMO or anybody else with the tiniest bit of cap warfare will **** you, take off one of the LSEs, and see if you can scrounge enough Grid for more medium neuts.
Roosterton
Sebiestor Tribe
Minmatar Republic
#7 - 2012-02-07 17:00:47 UTC  |  Edited by: Roosterton
Cap boosters aren't necessary on a Curse. You don't *need* to permarun all your neuts at once, you know. So long as you're good at cap management, you'll be fine.

The "tiniest bit of cap warfare," btw, won't have the range to zap your Curse. To do that, you need a heavy neut to go to 25km... and since that has a cycle time of 24 seconds, it's pretty easy to NOS back enough cap quickly to run the MWD again.

Personally, though, I prefer 2x TD/2x LSE to 3x LSE or 2x LSE/invuln
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#8 - 2012-02-07 17:14:17 UTC
You have 2 cap power relays and a nos...so you're using 3 modules to try and do the job of a cap booster -- poorly.

1) Replace an extender with a booster.
2) Replace cap power relays with damage control + something else (side bonus -- you now have more EHP than original fit)
3) Replace nos withe neut.
illirdor
Upper Class Goat
#9 - 2012-02-07 17:20:29 UTC
and wow the resist are poor on it...

Soooo this is my sig.... 

Torothin
Crimson Dawn Enterprises
#10 - 2012-02-07 17:32:32 UTC
You do not have to put on a cap booster if you know how to manage your cap. Have you guys actually flown Curses in PvP? I have rolled with Cap Booster Curses as well as without Cap Booster Curses. it comes down to preference, The only thing I dislike about Cap Boosting Curses is when you run out of 800;s and you're in deep 0.0. Also, you say my resists are poor? What makes you think I plan on getting shot at for an extended period of time?
Ravenesa
School of Applied Knowledge
Caldari State
#11 - 2012-02-07 17:33:51 UTC
Perhaps the better question is Gang or Solo? Logi Support? What is the situation. If that is a "Solo Curse" you are dead meat. If it is a gang Curse, rip off the tackle and an LSE and add an invul and second TD. If you have Logi support, tweak as needed. Generally people use PDS's instead of CPR's in the lows since ou get shield, cap, etc. Allows you to fit 4 medium NEut/NOS and a small up top.
Torothin
Crimson Dawn Enterprises
#12 - 2012-02-07 17:37:05 UTC
[Curse, Curse]
PD II
PD II
PD II
PD II

Experimental 10MN MicroWarpdrive
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Tracking Disruptor II
Med Cap Inj II with 800's

Medium Unstable Power Fluctuator I
Medium Energy Neutralizer II
Med Enery neut II
Med energy neut II
Improved protopy cloak II


Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


This is what I used to fly. Have the cloak on there to conceal before fighting and to avoid being primaried. However I chose to go the nano route with the first mentioned setup.
Angsty Teenager
Broski North
#13 - 2012-02-07 17:46:57 UTC  |  Edited by: Angsty Teenager
http://i.imgur.com/ttGcQ.jpg

TD's are unnecessary for the most part.

Arties won't hit you period, AC's won't hit you if they're on a BS if you orbit closer than your max range, and on a BC/cruiser, they won't hit you for significant damage outside of 20km, and if they use barrage, they're shooting your highest (by a lot) resist.

Lasers/Blasters don't matter because they will get neuted out quickly and this fit has decent enough resists vs em/thermal unlike most curse fits.

Missile boats won't be affected either way.

This fit can perma the micro + tank/point + 1 neut (that is, without the nos running), so in the worst case scenario, that's what you run. Otherwise, you pulse the micro and run the two neuts constantly.

Faction Point is totally worth it, ideally you want skirmish links so you can neut and point out to your maximum range of 42km, but whatever. You can run a normal point, it just means that you will have to deal with a lot more damage when fighting hurricanes/vagabonds--you'll still be fine though.

T2 resist rig is relatively cheap, buy it. If you want to run a normal double LSE or triple LSE + invul, then get a T2 em resist rig. There is some sense in over-plugging your thermal resist hole because a large portion of the damage you will take will actually be from drones, which will typically be hammerhead II's. Fly the curse a bit and decide.

Anybody who scoffs at running a curse without a cap booster clearly has no experience flying the curse solo (which is clearly what this chap wants to do), and shouldn't be commenting in this thread. Fitting a curse for solo pvp involves a completely different fitting mentality than fitting one for fleet or even small gangs.

And finally, since this may come up, I don't think that speed particularly matters on the curse given it's base MWD speed is pretty high. You're faster than any BC (I guess not tier 3 BC's now, but meh), and being able to kite it before it gets neuted out is the only real reason for the MWD. If you want more speed, I suggest flying this fit with a cy-1, ay-1 and zor's hyperlink. There are some interesting fits as well where you run an em and thermal hardener with 2 LSE's, and then put cap control rigs on. Then your lows are more or less free for nanos. I personally feel that on the whole, having extra tank is better than extra speed as I've never been in a situation in a curse where if I had had 200 extra m/s, I would have lived/won the fight etc...

I guess you could drop one CPR and put some cap implants in and just be pro with cap management if you'd like, but keep in mind this fit is already running with perfect cap skills, so there isn't much leeway.

Edit: The post above reminded me. Fitting a cloak is very reasonable, just drop a HML. It basically has all the considerations applied then that a cloak vagabond would have.
Torothin
Crimson Dawn Enterprises
#14 - 2012-02-07 17:51:52 UTC
Angsty Teenager wrote:
http://i.imgur.com/ttGcQ.jpg

TD's are unnecessary for the most part.

Arties won't hit you period, AC's won't hit you if they're on a BS if you orbit closer than your max range, and on a BC/cruiser, they won't hit you for significant damage outside of 20km, and if they use barrage, they're shooting your highest (by a lot) resist.

Lasers/Blasters don't matter because they will get neuted out quickly and this fit has decent enough resists vs em/thermal unlike most curse fits.

Missile boats won't be affected either way.

This fit can perma the micro + tank/point + 1 neut (that is, without the nos running), so in the worst case scenario, that's what you run. Otherwise, you pulse the micro and run the two neuts constantly.

Faction Point is totally worth it, ideally you want skirmish links so you can neut and point out to your maximum range of 42km, but whatever. You can run a normal point, it just means that you will have to deal with a lot more damage when fighting hurricanes/vagabonds--you'll still be fine though.

T2 resist rig is relatively cheap, buy it. If you want to run a normal double LSE or triple LSE + invul, then get a T2 em resist rig. There is some sense in over-plugging your thermal resist hole because a large portion of the damage you will take will actually be from drones, which will typically be hammerhead II's. Fly the curse a bit and decide.

Anybody who scoffs at running a curse without a cap booster clearly has no experience flying the curse solo (which is clearly what this chap wants to do), and shouldn't be commenting in this thread. Fitting a curse for solo pvp involves a completely different fitting mentality than fitting one for fleet or even small gangs.

And finally, since this may come up, I don't think that speed particularly matters on the curse given it's base MWD speed is pretty high. You're faster than any BC (I guess not tier 3 BC's now, but meh), and being able to kite it before it gets neuted out is the only real reason for the MWD. If you want more speed, I suggest flying this fit with a cy-1, ay-1 and zor's hyperlink. There are some interesting fits as well where you run an em and thermal hardener with 2 LSE's, and then put cap control rigs on. Then your lows are more or less free for nanos. I personally feel that on the whole, having extra tank is better than extra speed as I've never been in a situation in a curse where if I had had 200 extra m/s, I would have lived/won the fight etc...

I guess you could drop one CPR and put some cap implants in and just be pro with cap management if you'd like, but keep in mind this fit is already running with perfect cap skills, so there isn't much leeway.

Edit: The post above reminded me. Fitting a cloak is very reasonable, just drop a HML. It basically has all the considerations applied then that a cloak vagabond would have.



That's a solid post as well as fit. My only beef is not fitting a TD II. That TD II has saved me several times IMO.
Angsty Teenager
Broski North
#15 - 2012-02-07 18:04:52 UTC
Well, I don't disagree, I'm sure it has. I didn't really say this in my initial post, I should have.

Basically the reason that the lack of a TD doesn't matter is not only because on the whole it's not particularly useful, but as well because the fit I linked has 10k more ehp than your fit, as well as more balanced resists, so it's likely that in the scenario(s) where the TD saved you, the extra 10k ehp or better em/thermal resists would save you with my fit.

Obviously I can't know the circumstances, and I'm also confident that there are definitely scenarios where the TD is better than fitting more tank, but I think that in 95% of situations where the TD is applicable to some extent, the extra tank is just as effective, and then it also has the added bonus of being useful in all situations whereas the TD is not.
Torothin
Crimson Dawn Enterprises
#16 - 2012-02-07 18:06:51 UTC
Angsty Teenager wrote:
Well, I don't disagree, I'm sure it has. I didn't really say this in my initial post, I should have.

Basically the reason that the lack of a TD doesn't matter is not only because on the whole it's not particularly useful, but as well because the fit I linked has 10k more ehp than your fit, as well as more balanced resists, so it's likely that in the scenario(s) where the TD saved you, the extra 10k ehp or better em/thermal resists would save you with my fit.

Obviously I can't know the circumstances, and I'm also confident that there are definitely scenarios where the TD is better than fitting more tank, but I think that in 95% of situations where the TD is applicable to some extent, the extra tank is just as effective, and then it also has the added bonus of being useful in all situations whereas the TD is not.



Angsty, you sold me. I am going to try out your fit.
Roosterton
Sebiestor Tribe
Minmatar Republic
#17 - 2012-02-07 18:20:47 UTC
TD's are, imo, pretty essential if you want to face anything larger than a BC. Battleship sized AC's will hit you when you're orbiting at point range, and lasers will destroy you until they're neuted out. Since most laser boats use cap boosters, though, they'll just end up destroying you anyway.

The only situations where I'd rather have more tank is against missile/drone boats, but honestly, you're not going to win fights with those even if you are fit for tank. Speed + TD's is the way to go with a Curse, from my experience.
Torothin
Crimson Dawn Enterprises
#18 - 2012-02-07 18:22:09 UTC
Yes, I'm kind of torn here. Usually I dual box with a Vaga/Rapier.
Ravenesa
School of Applied Knowledge
Caldari State
#19 - 2012-02-07 18:26:52 UTC
If you are talking a solo Curse, you need the firepower from the missles. I use this on Hurricanes and above:

[Curse, Curse]
Damage Control II
Power Diagnostic System II
Power Diagnostic System II
Nanofiber Internal Structure II

Experimental 10MN MicroWarpdrive
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Balmer Series Tracking Disruptor I, Optimal Range Disruption
Medium Electrochemical Capacitor Booster I, Cap Booster 25

Medium Energy Neutralizer II
Medium Energy Neutralizer II
Heavy Missile Launcher II, Mjolnir Fury Heavy Missile
Heavy Missile Launcher II, Mjolnir Fury Heavy Missile
Heavy Missile Launcher II, Mjolnir Fury Heavy Missile

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


Hammerhead II x5
Hobgoblin II x5
Warrior II x5
Vespa EC-600 x5
Roosterton
Sebiestor Tribe
Minmatar Republic
#20 - 2012-02-07 18:48:16 UTC
Torothin wrote:
Yes, I'm kind of torn here. Usually I dual box with a Vaga/Rapier.


I would definitely use a TD(s) if you're dualboxing with a Rapier. The combination of being webbed to a low speed and being unable to hit out to a far distance is extremely nasty.
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