Fear wrote:
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