Ah the summer silly season of EVE online. They can play havoc with your typical alliance leader's plans. It's a good thing that we're big enough to have some cross over in our industrial skills. Because delays and supply issues are slowing things down. At some point I really need to figure out a proper method of organizing this and splitting the T3 project up between the various producers and the various time zones. At some point I need to establish a resource bank within the alliance again. We also need to streamline logistics a bit so that there is less need for pilots to go in and out of wormholes. I need to give some thought to this.
This part of EVE is possibly the most interesting and difficult part of the game. Thanks to the logistical issues engendered by the design of EVE itself, planning forms a large part of the game. The problem comes when you need to do the planning for an entire corporation or alliance. At the end of the day the only guarantee that something will get done for sure is if you do it yourself (provided you have the skills of course). But you can't do everything yourself, so you need to hand out the work to the various pilots who can get things done. You also need to do so in a way that doesn't burn them out.
We'll see how it goes and what rabbits I can pull off of someone's shoulder.
On a more personal side, I've finally got the Interceptor skill. Oh and Coz? Your Claw fit. It's got issues. Going to need to play with it till I get a comfortable fit. My Prowler warps faster than that Claw fit (any time an industrial can get to warp faster than an interceptor, there's a problem). It also has tracking issues. Mind you that's only against small fast opponents, I can see where the tracking issues are less of a problem against battleships, but still, the Claw is meant to be the combat interceptor - wich is supposed to catch and kill smaller targets as opposed to the Stilleto wich is more of a fleet tackler for pinning larger targets.
I also finally had some relaxing time to run sites and get some mining done. Thank god things quieted down by the end of the evening. Another interesting thing is that thanks to some diligent documentation I was able to notice that someone did part of the first wave of a site and then screwed the pootch and couldn't finish it. Spotted the fact that he left the gun emplacements (Sirius turrets) alive and kicked off the 2nd spaw since all the ships on grid were part of the 2nd spawn (4 cruisers). Someone kicked off the spawn before handleing the turrets... Either way I finished the site and cleaned it up.
Monday, July 27, 2009
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7 comments:
Fit the thing as you wish, this fit works for me. So :p
Tell you what... find a fit, and let's go at it. CONCORD can sit back with coffee and donuts :))
Combat interceptor...come on man get a grip there is no such thing.... whats are you gonna do crack 35DPS? I hate the claw...personally as 2 mids gimps it IMO. TBH I'd only fly the Stilleto anyways. 3K scan res...check..Warp disrupt at 28.8KM..check...call for firepower... check. non overheated orbital velocity at 22KM... 5100 m/s... check :)
@Manasi I said "supposed to be". As you've observed the Claw has problems inherent in the 2 mids layout. But then again it depends on what you're going after and how you tailor the tactics to the situation. With any form of fleet or small gang - I agree the Claw has pretty much no place. But there were a few situations where I could see a different setup on the Claw being effective. Situations where agility would be more important than raw top speed. Admittedly a Taranis would probably be better for what i was thinking of, but I'm a Minmatar pilot, so I'll take what I can get.
@Coz not thinking of interceptor vs interceptor at all. Something else.
@Manasi: it's cuz you haven't fit it right yet. I love the thing :)
@Let: Saturday morning, Azer, my safespot. >:)
About my fit: sacrifice 200m/s by taking out 1 OD and fit an i-stab if you want.
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