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Loadout: Pilgrim: OP Cloaked PvPer...

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Pilgrim: OP Cloaked PvPer...


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Ship fitting - Built on February 9, 2010

Build Views Tagged as
Dominion 1.1.1
28th January 2010
553 Armor tank, Drone boat, EW Support, Expensive, Gang, Passive tank, PvP, Scout, Short range, Solo, Stealth, Support, Tackler
Download EVEMon skill plan
Open fitting in EVEHQ
You may have come across the option in various BattleClinic loadouts to "Open fitting in EveHQ" and wandered what it does and how to set it up, so I'll briefly explain.

The option in BattleClinic for opening the fitting is really just a special link which contains data about the fitting. If configured correctly, web browsers can be instructed how to respond to clicking those links such as opening a new page or starting a download. In this case, the link will ultimately show the fitting in HQF - the EveHQ Fitting plug-in.

First, we need to configure Windows to recognise the protocol (that's the part of the link that read "fitting://"). With HQF already open, go into the HQF options and select the General Options. In there, you will see a Fitting Protocol section which shows the current status of the protocol (enabled or disabled) and appropriate buttons to toggle this state. Simply click the Enable button and this should allow the fitting:// protocol to be recognised by web browsers with the status updated accordingly.

Please note that the step above writes a value into the registry and therefore you will need to have administrator rights to do this. In Vista or Windows 7, you will need to run EveHQ as Administrator for this part only.

And that's really all that's required. With the protocol status active, clicking on the links in the BattleClinic loadouts will show the fitting in a special browser window in HQF (so you can see DPS, tank etc). If EveHQ or HQF is not loaded, then these will be loaded as appropriate so the fitting can be displayed.

The fitting:// protocol has been tested and working in IE, Firefox, Safari and Chrome but any issues, please let me know.
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[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
True Sansha Tracking Disruptor

Covert Ops Cloaking Device II
Imperial Navy Medium Energy Neutralizer
Imperial Navy Medium Energy Neutralizer
Imperial Navy Medium Nosferatu

Medium Anti-Kinetic Pump I
Medium Trimark Armor Pump I


Hammerhead II
Hobgoblin II
Warrior II
There are no revisions on file for this loadout. Only the original builder may revise the loadout.
How to fund this loadout with PLEX:

Current estimated total value, ISK: 277,993,583
Sell this many PLEX* to fund: 2
Convert this many ETC to PLEX: 1 Purchase ETC here

*You may only sell PLEX for ISK via the CCP Secure Transfer Method
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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.

Comments

  • February 09, 2010, 06:23:55 am

    Namely, be careful about:
    Passive drakes
    Apart from that, you're good :)
  • February 09, 2010, 07:23:01 am

    The Factions dont have "Huge" benefits, but used together they raise each other up considerably...A full faction-fit ship is pretty annoying as it beats a normal one hands down in tank and in range. ;)
  • February 09, 2010, 08:44:57 am

    Just hope you dont get 2-3 ships on ya~ else this will go *poof*

    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.
  • February 09, 2010, 09:12:13 am

    Just hope you dont get 2-3 ships on ya~ else this will go *poof*

    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.

    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.

    Good fit, a little expensive for my tastes but if you've got it, flaunt it. One thing I would suggest though, is to use a rep. Most fights in the Pilgrim will take quite a bit of time. If your enemy is able to occasionally chip away at you with its weapon system or drones this will become a problem. The great thing about having 2 TDs is that you can potentially take on 2 ships at the same time with careful flying. However doing this you wont be immune and you will be taking some damage and a buffer wont last the length of time you need.
  • February 09, 2010, 10:58:00 am

    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=)
  • February 09, 2010, 11:51:55 am

    mmm ill c how that fits out. The real reason for the nos it to ensure that Everything I have is running so that he is neuted and depleted and im not. Once he is, off goes most of the modules. IE - only need to run 1 Neut, and might not even need TDs. Rep I was thinking bout but it destabalizes things a bit, will have to work around it. Idea was to work with a cov ops for scouting. One of the scripts = tracking, and with such a low sig radius at that range with a  neuted target, would artillery be able to hit me? Only main issues here are passive-tanked missile ships really. Thermal and Explosive resists are highest so their drones wont be able to do much, and my warrior IIs can chew them up fast.

    As I said I'll check on a rep switch with the DC (as the armor mods = most efficient when repping armor, or am I wrong?) Though I'd already have a repper in cargo, for off-battle repairs.
  • February 09, 2010, 11:57:43 am

    Ok the 1600mm plate buffer + the medium rep just doesnt fit when changing lows, it would be a drastic change =/. However with the DPS of artillery, which is just about the only thing that would hit me every now and then, a 48k buffer should easily be enough.

    They will either be gank or tanks and if their tanks they wont hit me and will die slowish, if their ganks they will hit me but they should die pretty fast, I hope =/. I'll play around tomoz n see when else I can come up with. ATM fit stays as-is
  • February 09, 2010, 12:01:09 pm

    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=)

    Thing bout the booster is that it takes off a lot of anti-"hit me" stats as far as the TD goes. It also takes up cargo space with the charges I believe. You wana loot the buggers wreck, dont u? ;). Never really tried boosters as I'm more of a passive tanking guy. I may give it a shot tho.
  • February 09, 2010, 12:59:33 pm

    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=)
  • February 09, 2010, 01:48:09 pm

    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.
  • February 09, 2010, 02:41:35 pm

    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 low
  • February 09, 2010, 07:54:21 pm

    Well I used 2 differenciating scripts to get the most negating effect for the other pilot =

    1)-56% enemy optimal
    -66% enemy falloff

    2)-69% enemy tracking

    This way regardless of whether he fit beam/art/rail or pulse/auto/blaster he is screwed, no? 1st group will just miss most shots until depleted (with exception of arty) and latter group cant reach.
  • February 09, 2010, 07:55:49 pm

    Again this is a great 1v1 fit but in a 2+ v me it is gona be severely tested. Maybe team up with an arazu or raiper as well as a cov ops?
  • February 10, 2010, 05:38:02 am

    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 low
    Actually 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 :P

    Against a solo pilot, I would always use optimal range if they use short range. If long range, tracking speed.

    You're best to use the same script in each TD. I would only use 1 of each if you find yourself up against an exceptional pilot who is able to close range or negate tracking. It means you have to work harder using 1 of each. Most people wont be able to counter 2 optimal or 2 tracking though. (imo only)
  • February 10, 2010, 06:41:47 am

    kk thx for the advice Turelle. I'll run some tests n c how it plays out. My thoughts was that the stat loss for range, and tracking is great enough to disrupt any type of pilot. But i'll have 2 c.
  • February 10, 2010, 06:47:15 pm

    Quote
    Against a solo pilot, I would always use optimal range if they use short range. If long range, tracking speed.

    Prety much. most t2 longrange ammno has a -tracking as well making the penalties even worse.

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