Ship load outs
Ferox (tank):
High - 5x heavies, NOS, Neutralizer
Med - Shield booster, Extender, Hardeners, warp jam. For PvP, an AB doesn't help much.
Low - Damage control, Balistic Control, Target boosters (counter jamming), WCS (Troy will shoot me for that one)
This guy goes in first or is bait. He warp jams so the target can't escape and tanks until back up arrives.
Ferox (Jammer):
High - 5x heavies. Not sure what else cause this guy should have some range.
Med - ECM Jammers, Warp jammer or webber, Shield booster. He shouldn't have an AB or hardeners.
Low - Damge control. What ever else helps this loadout.
Ferox (Sam - It's what he was flying):
High - Heavies and guns
Med - Warp jammer, Shield booster, stuff that helps him damage more. He's not the tank, so he should keep the defense to a minimum.
Low - Damage control, and other support stuff.
I'm not an expert, so I don't know what all the options are. However, I'd like to have some standard ship load outs so we don't spend 2 hours figuring out who has what, and who's doing what. Last night, Tom had a high slot empty and had too much tanking going on for not being the bait. Sam had one ECM jammer, which is going to do very little over all because the jam will happen so infrequently. Probably something better that can go there. Tom also had a mix of shild tank stuff and armor tank stuff. Again, there might be a better load out depending on what your role in the fights are going to be. I could be wrong though. Lets start discussing different load outs so we can expidite the gearing up procedure and maximize all slots to compliment team mates.
Also, this will help people plan their training. They can see what we use in combat, and therefor, what they need to train for.
Edited By Cakedaddy on 1140686118
High - 5x heavies, NOS, Neutralizer
Med - Shield booster, Extender, Hardeners, warp jam. For PvP, an AB doesn't help much.
Low - Damage control, Balistic Control, Target boosters (counter jamming), WCS (Troy will shoot me for that one)
This guy goes in first or is bait. He warp jams so the target can't escape and tanks until back up arrives.
Ferox (Jammer):
High - 5x heavies. Not sure what else cause this guy should have some range.
Med - ECM Jammers, Warp jammer or webber, Shield booster. He shouldn't have an AB or hardeners.
Low - Damge control. What ever else helps this loadout.
Ferox (Sam - It's what he was flying):
High - Heavies and guns
Med - Warp jammer, Shield booster, stuff that helps him damage more. He's not the tank, so he should keep the defense to a minimum.
Low - Damage control, and other support stuff.
I'm not an expert, so I don't know what all the options are. However, I'd like to have some standard ship load outs so we don't spend 2 hours figuring out who has what, and who's doing what. Last night, Tom had a high slot empty and had too much tanking going on for not being the bait. Sam had one ECM jammer, which is going to do very little over all because the jam will happen so infrequently. Probably something better that can go there. Tom also had a mix of shild tank stuff and armor tank stuff. Again, there might be a better load out depending on what your role in the fights are going to be. I could be wrong though. Lets start discussing different load outs so we can expidite the gearing up procedure and maximize all slots to compliment team mates.
Also, this will help people plan their training. They can see what we use in combat, and therefor, what they need to train for.
Edited By Cakedaddy on 1140686118
Dedicated Ferox Jammer:
5x heavy 2x 250mm(less if you have bad engineering)
4x ECM jammers, Cap Recharger(replace with jammer if you have good cap recharging skills)
800mm Plate, Medium armor reper, Reactor control unit, Ballistic Control unit.
5x Light scout drones
This worked well last night, You can't tackle or hold anyone, but you can render them useless with jamming, and do some good damage at range.
5x heavy 2x 250mm(less if you have bad engineering)
4x ECM jammers, Cap Recharger(replace with jammer if you have good cap recharging skills)
800mm Plate, Medium armor reper, Reactor control unit, Ballistic Control unit.
5x Light scout drones
This worked well last night, You can't tackle or hold anyone, but you can render them useless with jamming, and do some good damage at range.
Damage Dealing Ferox... not shield tanking, so obviously a support role, should hang with the jammers, while the tankers are the bait. Would jump into battle and close with target ASAP.
5x heavies 2x energy neut
1x Weber 1x Warp Jammer 1x Target Painter 1x MWD/AB 1x Cap recharger
1x 800mm plate, 1x medium armor repper. Reactor controls as needed, BCS if room
Edited By Troy on 1140717859
5x heavies 2x energy neut
1x Weber 1x Warp Jammer 1x Target Painter 1x MWD/AB 1x Cap recharger
1x 800mm plate, 1x medium armor repper. Reactor controls as needed, BCS if room
Edited By Troy on 1140717859
My loadout was a sort of hybrid damage/jammer backup. Can do a little bit of each role in a pinch but isnt' particularly good at any role. May be useful in cases where we lose a primary, otherwise hang back and lob ammo downrange.
I'm open to other suggestions, though.
I'm open to other suggestions, though.
"ATTENTION: Customers browsing porn must hold magazines with both hands at all times!"
My loadout was a sort of hybrid damage/jammer backup. Can do a little bit of each role in a pinch but isnt' particularly good at any role. May be useful in cases where we lose a primary, otherwise hang back and lob ammo downrange.
I'm open to other suggestions, though.
I can see how this makes a lot of sense from a theory standpoint.
But we should probably try to simplify things as best we can.
Cake and I have the most PvP experience, and yet we still forget to turn on modules, close distance, launch drones, ex ALL the time.
Having one job that you can do exclusively is probably a preferable.
Three roles for a ferox fleet:
Tanking (with the addition of the damage dealing ferox below, he can go 2x nos' and fit more tanking)
Damage (since energy dmg is basically real dmg(energy they can't use for boosting) 2x neuts packs a whallop at 173x2 energy dmg every 12 seconds. It kills your cap, but if you aren't tanking/jamming you don't need it, anyway.
Jamming Was the difference maker in our first fight, once cake stopped getting hit, they ran like little girls!
I'll see what I can do about your feroxii (made up name for plural ferox) I guess I can sell some implants and pinch some pennies... both of ya should be sitting in one tonight.
Edited By Troy on 1140717912
Gordon, Malcom: Do you have the support skills to go with one of the loads described above? Can you run Neut/Nos? Can you do jamming of any kind? Etc. Lets figure out early what you can do so we don't have to figure this stuff out before leaving tonight.
I'm with Troy, multi roll ships is gonna be tough. As I said, there is a TON of stuff to think about while fighting. Adding to it by adding multiple rolls will just make more mistakes happen.
I'm with Troy, multi roll ships is gonna be tough. As I said, there is a TON of stuff to think about while fighting. Adding to it by adding multiple rolls will just make more mistakes happen.
Negative, I bought Gunn is Rox, helped sam with one, gave Taran a pity donation after he blew up again (heheh) and have been stockpiling ammo, and good pvp stuff, (nos' jammers) all week.
It's not a big deal, I'll be able to buy two feroxs still, but I was just planning on having some capital left over, thus the sale of my Implants.
It's not a big deal, I'll be able to buy two feroxs still, but I was just planning on having some capital left over, thus the sale of my Implants.
No clue.Gordon, Malcom: Do you have the support skills to go with one of the loads described above? Can you run Neut/Nos? Can you do jamming of any kind? Etc. Lets figure out early what you can do so we don't have to figure this stuff out before leaving tonight.
I JUST put an updated skill list online.
"Be bold, and mighty forces will come to your aid."
I kept telling him I didn't need it. I had 62 million in the bank BEFORE his donation! 32 for a ferox/insurance. 7 more in hardware and I'm good to go.Negative, I bought Gunn is Rox, helped sam with one, gave Taran a pity donation after he blew up again (heheh) and have been stockpiling ammo, and good pvp stuff, (nos' jammers) all week.
It's not a big deal, I'll be able to buy two feroxs still, but I was just planning on having some capital left over, thus the sale of my Implants.
Gordon and Malcolm need to step it up on their mission running. 2 million?!