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Ship fitting - Built on February 9, 2010
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48,451 EH
Armor = 8625 R = 76.7%, 84.2%, 78.7%, 81.5 Cap stable at 43% with everything running DPS Hammers = 238T DPS Hobs = 149T DPS Wars = 121E 459m/s constant with AB -420 cap from Neuts -/+72 from Nos -56% enemy optimal -66% enemy falloff -69% enemy tracking Sig radius = 156m Scan res = 296.3 If your an amarr mission runner u can get most faction stuff, n buy the others. YES this is an expensive fit, but my aim was to try and make as powerful a Cloaked PvP ship as possible...this thing screws your ability to react in any way. Cap gone (and tank unless passive.) DPS gone (Cap is gone, min cant hit due to range), movement gone (web/scram). Orbit at 10k for both scram and web to work. your AB will keep u going far beyond the enemies speed once he is scrammed/webbed. Loosing this thing would hurt bad, so use it with a scout in a cov ops or at least a near-by friend. Why AB and not MWD? they cant move anyways...so you will be going fast in comparison. If they web u it doesnt matter,their cap will be gone soon anyways...if they disrupt u same thing. If they have a scram it doesnt do anything (even if it was faction/could reach u)... Be careful about 1) Additional targets 2) Missile ships Ways to use: decloak at 10k, activate scram, web, TDs and DC. Activate your AB, and Neuts/Nos. Release drones, if they have drones take them out 1st using your warriors. Use hammerheads as they do most dmg. |
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Just hope you dont get 2-3 ships on ya~ else this will go *poof*So it'll turn into another type of setup completely? If he wanted a cap booster he would probably have gone for the myriad of cap booster Pilgrims already posted. I personally don't think cap boosters are needed unless you've never flown something with neuts before, in which case the Pilgrim probably isn't the best ship for you yet.
Also needs a med cap booster and drop the NOS since your target will be capped and it will be useless. Pref a small nute for the cycletime/small cap usage.
I agree Turelle that He could have. I also like the "add a rep". I don't know how many times that has saved me.
I just suggested small nute/capbooster as it makes the ship that much easier to fly and once capped it matters naught if you get into small nute range to keep them capped. Also a Nute/nos Setup would require a cap battery IMO to fend off some offensive cap warfare as well as ships that are packing boosters so you would have the staying power required before you cap out. Just my thoughts.
[Pilgrim, Pilgrim: OP Cloaked PvPer...]
Damage Control II
Imperial Navy Armor Thermic Hardener
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Federation Navy 1600mm Reinforced Steel Plates
Stasis Webifier II
Republic Fleet 10MN Afterburner
Republic Fleet Warp Scrambler
True Sansha Tracking Disruptor, Tracking Speed Disruption
Medium Capacitor Battery II
Covert Ops Cloaking Device II
Imperial Navy Medium Energy Neutralizer
Imperial Navy Medium Energy Neutralizer
Imperial Navy Medium Nosferatu
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Something like this. (also has room for a rep)
Otherwise fly to your hearts content=)
. Never really tried boosters as I'm more of a passive tanking guy. I may give it a shot tho. 1 TD from the pilg/curse can just ruin a turret based ships day. Just need to pick the right script for the job. And keep in mind as you burn cap charges it frees up cargo=)Only if the pilot doesn't know how to fly. I can negate one TD in most ships I fly. 2 is nigh on impossible unless I get lucky.
Range is somewhat easy to negate but tracking speed can be a whole nother ballgame. All depends on the ship/fittedguns and the ability to use keepatrange/manual pilot to keep the transversal lowActually I'd say the exact opposite. If they controlling range (with the AB, scram and web makes it very easy to do) then I dont see how you will get back in range if you can't run a MWD. Although if you disagree, PM me with your thoughts, I'm always trying to learn

Passive drakes
Apart from that, you're good