Abbadon21

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Viewing 15 posts - 16 through 30 (of 40 total)
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  • in reply to: Hull tank Brutix #4771
    Abbadon21
    Keymaster

    That’s exactly why I love the Brutix for PVP, it gives you time and the Hull Tank takes a lot of the micro management away so you can focus on the actual fight and not running your tank perfectly.

    I don’t think the cost of T2 rigs is worth it on the T1 Brutix. If you want more ship for more ISK you are better getting a Brutix Navy Issue I think (I didn’t look at the numbers).

    HICs are a big problem right now and I’m not sure how to best deal with them when in a BC. I hope they get nerfed but hopes don’t change anything.

    I have seen some people put 100mn ABs on BC as a counter to HICs but the PG needed is sure to mess up the fit. The 10mn is a little under powered and since most HICs have webs that means you will only move at 40% your AB speed toward the gate. That’s less than 300m/s overloaded.

    I haven’t tried it myself so I can’t say for sure, but I would stick with a MWD I think.

    in reply to: Effects of command module changes on gangs #4770
    Abbadon21
    Keymaster

    I haven’t researched it too much yet, but as I understand you will have to put the command linking ship on grid to burst and within 50km.

    This works fine for a command ship in a heavy tanking armor fleet, but for small gangs that need to move and often separate, it will be a problem.

    It encourages Anchored PVP which is the lowest form of Fleet PVP.

    I will do more research before the patch to understand it better.

    in reply to: Hull tank Brutix #4766
    Abbadon21
    Keymaster

    The big thing to avoid now is HICs. They turn off your MJD and MWD, making it very difficult to crash the gate and escape a camp.

    Kites are less a problem because you can always Align and then MJD to escape the fight.

    Battleships, and more than just one other Battlecruiser should be avoided.

    When flying the Brutix I like to focus on Frigates, Destroyers (especially T3 Destroyers and Sabres/interdictors), and cruisers that you can get tackle on.

    in reply to: Upgrading to Everything bundle #4730
    Abbadon21
    Keymaster

    Hey Wringle, future guides are not included in the Everything bundle. I wish I could do that but since many if not most customers eventually end up with the Everything Bundle, I would end up working for free.

    If you would like to upgrade I can prorate it for you and send you a custom link to upgrade. That’s easier than getting a refund and starting over.

    Just email me at Abbadon@eveproguides.com

    in reply to: Orbiting #4695
    Abbadon21
    Keymaster

    Ahh ok I see it now. I would definately try to get a longer range Scram on there. Since I made that guide they shortened the J5b Scram Range.

    Also, the Hookbill is pretty much king of scram kiting so that’s a fight you should avoid unless you are in a long kite (outside 13km).

    Sounds like you’re on the right track, keep at it and let me know if you have questions or want some more fittings for what you’re doing.

    in reply to: Orbiting #4690
    Abbadon21
    Keymaster

    Where did you see a guide for the kestrel at? Sorry, I’ve made so many that I forget making that one.

    If you start from 0m and hit Orbit 6km your ship will first shoot straight out away from what you are orbiting, then turn into an orbit. This means you will likely briefly go outside your scram range.

    If you start around 6km you should maintain it much better. However the centrifugal forces will still push you out further that you set it.

    If FW you correct this by moving off the warp in spot by about 5-7km so the fight starts there. On bubbles you would do the same.

    If you still have trouble scram kiting and keeping point you can reduce the orbit setting or increase your agility with a module or implant.

    You say Scram Range of 7km, I would upgrade your Scram to a Faint Epsilon or if possible a T2 Scram.

    Hope that helps.

    In the fight we had your best bet was to stay out at around 20km if you were pointing me and further if you had a long point inty. However I have a MJD so I can escape at any time in the Myrmidon. The most important thing for you in the Caracal would have been to maintain your ability to disengage by avoiding getting scrammed and webbed.

    That said, it was a bubble and you weren’t camping, you just rushed in, so these things happen. But next time bounce off a Gate Tactical first.

    And not that I want to encourage it, but the best counter to Repping BC with a MJD is a HIC with a focused point. That’s what’s killed me the most in the Myrm.

    in reply to: Vindicator fit #4586
    Abbadon21
    Keymaster

    That looks good, but I wonder if you would be better off using one normal web and one stasis webifier? I haven’t tried it yet, so I’m not sure.

    in reply to: Vindicator fit #4582
    Abbadon21
    Keymaster

    I’ve never flown the Vindicator myself, but just looking at your fit I’ld say it looks good. Just very expensive.

    If you’re already spending that much on the modules, you might as well get some drugs and implants. There are two implants that effect armor repair, the RS-603/RS-605 and another that I can’t remember off the top of my head.

    If you find a good match up it will make an awesome video, so make sure you record it.

    in reply to: Upgrading to Everything bundle #4387
    Abbadon21
    Keymaster

    Yes, just make sure you are logged in and order the the EVERYTHING Bundle, then I will refund your first order.

    Thanks for supporting the guides!

    in reply to: The EVERYTHING Bundle #4371
    Abbadon21
    Keymaster

    I can do a upgrade for you. Just email me at the address you get the website mail from and I will set up a special link to allow you to buy the rest of the Guides.

    The way it works is that if you already have purchased less than $50 worth of guides I will prorate the rest of the guides so if you have the Pilgrim Guide ($19) I will give you a upgrade to EVERYTHING for $80.99.

    If you have many guides and they are valued at over $50 then I will upgrade you for a flat fee of $50. Example you own the Frigate Guide ($39) and Pilgrim Guide ($19) that total $58, then you can get the rest for $50.

    Which would be Wolf (9.99), Brutix (9.99), Cane (19), SFI (19), ISK (29), Shield (19) and a total of $105 worth of guides purchased separately.

    • This reply was modified 6 years, 2 months ago by Abbadon21.
    in reply to: Harpy Fit #4281
    Abbadon21
    Keymaster

    Depends on what you’re doing with it, but here are a few fits I like:

    [Harpy, Dual ASB]
    Co-Processor II
    Magnetic Field Stabilizer II
    Magnetic Field Stabilizer II

    5MN Cold-Gas Enduring Microwarpdrive
    Faint Epsilon Warp Scrambler I
    Medium Ancillary Shield Booster, Navy Cap Booster 50
    Medium Ancillary Shield Booster, Navy Cap Booster 50

    Light Electron Blaster II, Caldari Navy Antimatter Charge S
    Light Electron Blaster II, Caldari Navy Antimatter Charge S
    Light Electron Blaster II, Caldari Navy Antimatter Charge S
    Light Electron Blaster II, Caldari Navy Antimatter Charge S
    Rocket Launcher II, Caldari Navy Inferno Rocket

    Small Anti-EM Screen Reinforcer II
    Small Hybrid Burst Aerator II

    and

    [Harpy, Best Fit FW]
    Co-Processor II
    Magnetic Field Stabilizer II
    Magnetic Field Stabilizer II

    1MN Afterburner II
    Faint Epsilon Warp Scrambler I
    Adaptive Invulnerability Field II
    Medium Ancillary Shield Booster, Navy Cap Booster 50

    Light Ion Blaster II, Void S
    Light Ion Blaster II, Void S
    Light Ion Blaster II, Void S
    Light Ion Blaster II, Void S
    Small Ghoul Compact Energy Nosferatu

    Small Anti-EM Screen Reinforcer II
    Small Anti-EM Screen Reinforcer II

    • This reply was modified 6 years, 3 months ago by Abbadon21.
    in reply to: Will there be Cane guide updates? #4271
    Abbadon21
    Keymaster

    I need to do quite a bit of updates to both the Cane and Wolf Guides and they are on my list. Hopefully I will get some updates very soon for them.

    What’s there now still works for both however the game has changed around these ships.

    For example the Wolf Guide was created before the T3 Destroyers existed. The environment changed so now their are very strong counters to the Wolf and because they are so popular it makes flying the Wolf more difficult.

    in reply to: UI Set-up Guide #4270
    Abbadon21
    Keymaster

    The UI / HUD Setup guides are here: http://www.eveproguides.com/?s=hud

    in reply to: Market Tools #4268
    Abbadon21
    Keymaster

    That looks really cool. Thanks for posting it, I will check it out.

    in reply to: Hauler Alt Guide #4166
    Abbadon21
    Keymaster

    Having a Hauler alt is very helpful. The skills are dependent on the ship you want to haul with mostly and can be found with EVEMon.

    The only added skills that will make much difference beyond the ship skills are navigation skills, specifically skills that improve agility so you warp faster.

    At first a Tech 1 basic hauler will do the job but later on if you get more serious you need to look into tech 2 haulers.

    I have a hauling alt with both a cloaky and deep space hauler.

Viewing 15 posts - 16 through 30 (of 40 total)