Advice on piloting and fitting a crow please

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Fear
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Advice on piloting and fitting a crow please

Post by Fear »

Image

Tomorrow (3am) I will be a qualified Crow pilot. This will be my first tech 2 ship, and my first ship where speed is in its self a weapon.

So far I plan on fitting it with:

3x Standard Missile Launcher II (for ROF bonus if nothing else)
1x 1mn Micro-Warp-Drive II

This seems to be the basics of a standard fit.

Do I use tech 2 light missiles? Or just stick standards in there? I heard that the tech 2 lights were heavily bugged. If tech 2, then which type?

When in combat I know I need to keep my speed up, and my transversal velocity. Can this simply be done my orbiting the enemy outside of webber range? - say 15km or something like that.

What else should I be putting on this ship? I am expecting to have to use a low slot for a micro auxiliary power core. Do I use a 20km or a 7.5km scram? If 7.5 will I not get webbed and die horribly?

What can I realistically expect to kill? Should I avoid confrontation where tech 2 drones are deployed? Are destroyers worth a shot at?

Is a tech 2 sensor booster a good idea to pick up the pods?

Thanks guys and gals.
friznit
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Post by friznit »

I'm no inty pilot, but I've heard that:

You need skill level to 4 at least for the bonus to your signature in order to offset the MWD.

You need good engineering skills so your camp supports the MWD.

To go really really really fast you want a faction mwd and snakes.

You can outrun drones, fighters, missiles and a lot of other inty's.

Transversal is everything.

Crows seem to like orbiting at 19km and spamming T1 light missiles from T2 launchers. So I guess the long range scram is best.

No idea about targetting. They're frigs at the end of the day.

Oh and if you can bear it, convo Shodow. He's flown them for ages.
Anhamgrimmar
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Re: Advice on piloting and fitting a crow please

Post by Anhamgrimmar »

Fear wrote:Image

Tomorrow (3am) I will be a qualified Crow pilot. This will be my first tech 2 ship, and my first ship where speed is in its self a weapon.

So far I plan on fitting it with:

3x Standard Missile Launcher II (for ROF bonus if nothing else)
1x 1mn Micro-Warp-Drive II

This seems to be the basics of a standard fit.

Do I use tech 2 light missiles? Or just stick standards in there? I heard that the tech 2 lights were heavily bugged. If tech 2, then which type?

When in combat I know I need to keep my speed up, and my transversal velocity. Can this simply be done my orbiting the enemy outside of webber range? - say 15km or something like that.

What else should I be putting on this ship? I am expecting to have to use a low slot for a micro auxiliary power core. Do I use a 20km or a 7.5km scram? If 7.5 will I not get webbed and die horribly?

What can I realistically expect to kill? Should I avoid confrontation where tech 2 drones are deployed? Are destroyers worth a shot at?

Is a tech 2 sensor booster a good idea to pick up the pods?

Thanks guys and gals.
first of all, i aint the bestest pilot in the cluster, so take all this with a pinch of salt.

T2 launchers are something of a no-brainer, purely because of the ROF over T1 or named. T2 Missiles arent bugged, but the disadvantages outweigh the advantages i think. they suck up cap in the case of fury missiles (which you wont have an awful lot of in the firstplace to run your scram/mwd/other mods), and precision missiles nerf your top speed (in an inty, speed is life, no speed=no life).

getting single webbed wont kill you outright, but it makes you an easier target, getting dual webbed or more will ruin your entire day. i'd go for the 20km for single pvp/belt piracy, purely so you can stay well out of web range, unless its a T1 hauler or some form of mining barge (you could probably kill a barge before you have to worry about getting attacked, unless it isnt on its own.

T2 light or medium drones are one of your worst nightmares, T2 heavys are not so bad unless you're webbed/dualwebbed, because they normally cant catch you.

for orbiting, if you set your orbit diameter to 15km, click on a target, and your ship will head in a dead straight line towards the target until it crosses the 15km mark, then it will change direction to the orbit. if you are heading staright for something, then you have 0 transversal, and that aint good. when (IF) you get to the orbit and change direction, yo will slow down slightly, and that REALLY aint good. best thing to do is manually click a destination in space that closes on the target, but doesnt go in a straight line towards it, get to 15km range, and THEN start orbiting

a T2 fitted dessy (or interdictor) is probably your worst nightmare, purely because of its tracking bonus (thrasher/sabre) or its range bonus (cormorant?catalyst?) but if you can get to em, they are made of paper.

T2 sensor booster is a good idea for ransoming, because you can lock em before they leg it. however you may start running out of midslots (minnie intie for the win! four midslots, ecm,sb,mwd,scram).

if the target has medium or heavy nos onboard, then you've got a problem, and i would leg it because your cap is going down)

i've lost cruisers, destroyers and frigates to pirate intys, but then i was (still am?) a noob. targets to avoid: obvious drone carriers (vexor et al) that may be carrying T2 light drones, other inties, some hacs (vaga especialy), BC/BS that arent AFK, and ships that have sacrifised the correct tier of weapon, and gone for firgate sized weapons to kill inties.

if you have another alt with the skills, i'd suggest sitting them on a gate with a passive targeter and a module scanner, so you could see what they have fitted, and weather its worth attacking in teh first place
northwesten
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Post by northwesten »

I love crows!! now what i fit a crow with is

T2 Rockets and T2 Ammo / Nos
T2 AB / 20km Scram / Web
T2 Rep / Cap Relay / Damage control
/ Power core /

OR for sure i going to die :P

T2 Rockets /nos
T2 MWD / Web/ 7.5 scram
damage control / Dam mods

I use AB T2 because i can maintain a good speed around the battle. Cap friendly! If u use MWD and you're using T2 at the same you're flying it wrong! MWD to target drop MWD once on it and fire away. But i have AB T2 so i can keep the speed! so if there trouble i have more chance getting away as i did with IAC.

For standard missle tho! i would use a Raptoer with guns!

T2 lunch / T2 rails
T2 MWD / 20km Scram / Web
Rep / relays or 3 x relays!!
Lee
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Post by Lee »

The crow is one of the most overpowered ships in the game, if you cant kill it its not hard to run away from it. The only things you really need to avoid are the minmatar recon ships which get a web range bonus and maybe other interceptors depending on how confident you are.

The standard fitting is:

3x standard launchers with kinetic T1 missiles to take advantage of your bonus.

mwd, 20km scram, target painter/sensor booster/tracking disruptor/cap recharger

cap power relays/nanos/istabs/bcus

Use quickfit to find how many of what type of cpr and cap recharger you need to run everything forever or close to. Set orbit to 15km of your target, leave the mwd running and laugh as they cant touch you. Take notice of jaegers tips on transversal up there^
eRabbit
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Post by eRabbit »

Lee wrote:The crow is one of the most overpowered ships in the game, if you cant kill it its not hard to run away from it. The only things you really need to avoid are the minmatar recon ships which get a web range bonus and maybe other interceptors depending on how confident you are.

The standard fitting is:

3x standard launchers with kinetic T1 missiles to take advantage of your bonus.

mwd, 20km scram, target painter/sensor booster/tracking disruptor/cap recharger

cap power relays/nanos/istabs/bcus

Use quickfit to find how many of what type of cpr and cap recharger you need to run everything forever or close to. Set orbit to 15km of your target, leave the mwd running and laugh as they cant touch you. Take notice of jaegers tips on transversal up there^
This man speaketh the truth, not flown a crow but hate the bastard things. A target painter in the mids is handy but a tracking disruptor is a serious pain when fighting one, missiles can't hit you because you go too quick and turrets can't hit you cos you've screwed them up, tracking disruptor = win on a crow. Or just go for a standard mwd, 20km scram, web fit.
Jin
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Post by Jin »

Exellent timing on this thread Fear; Cyrinn has just qualified to fly a Crow and I've been wondering how to fit it out. She's working on the T2 Launcher now, so all I need to to do is up her skills for AB/MWD and it's all go. Might be looking for a place in Moarty once she's up and running if you fancy an n00b inty pilot.
Fear
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Post by Fear »

Jin wrote:Might be looking for a place in Moarty once she's up and running if you fancy another n00b inty pilot.
Sure thing, HQ is in maspah when you're ready. Every system has a war target practically.

I have realised my MWD and other navigation skills aren't up to scratch - I also wasn't planning on standard missiles being a x2 skill. Looks like I have another 2-3 weeks before I'll be happy enough to pilot my Crow.

Cyrinn is a bit young to fly such a contraption?
Fear
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Post by Fear »

BTW thanks everyone for their input.

Appreciated.

I will leave the faction/officer mods for when I am a veteran I think. Tech 2 loss is less painful - and in an empty pod at that.
bomberesque
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Post by bomberesque »

Fear wrote:Tech 2 loss is less painful
that's the spirit! (can I have some....?)

:ahoy:
Jin
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Post by Jin »

Fear wrote:Cyrinn is a bit young to fly such a contraption?
Actually she's a fairly one dimensional kind of girl. Aside from learning skills she's trained for this almost exclusively. I have probably underestimated the training time to make T2 launchers possible though.
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